=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Skies of Arcadia Legends
Boss Guide
By: Cyril [Stephanie Nutter]
Version: 1.0
Latest Update: August 18th, 2008
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
This is a Boss Guide that goes over only the bosses and optional bosses
in Skies of Arcadia: Legends. If you're having trouble in a dungeon,
this is not the place to look. There are minor boss spoilers throughout
the guide, but in name only. There will be no discussion of the story.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-= Table of Contents: -=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Section 1:Introduction
Section 2:Characters
Section 3:Skills - Super Moves
Section 4:Magic
Section 5:Boss List
Section 6:Bosses
Section 7:Optional Bosses
Section 8:Misc.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-= Introduction: -=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
This is a boss guide for Skies of Arcadia: Legends. In this guide I
will assume you know how the basics, that is, how to control Vyse, how MP
and SP work and how stats work. There will be a magic list and some info
on how I prefer to use characters, as well as suggested Super Moves. I
suggest that you just use this guide when necessary, but I have added some
helpful tips about certain parts of the game that can help you prepare for
the next areas and bosses.
Unfortunately, at this time I can't accept any new strategies from my
readers. I appreciate your help, but I don't have the time in my schedule
to frequently update my FAQs with no information. Thank you for your
EMails of encouragement and tips. This guide has, pretty much, been
completely been rewritten from scratch from the original version posted
in 2002 or 2003.
I hope this guide will be of use to you, the reader, and help you crush
the foes you are struggling with.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-= Main Characters: -=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
--------------------
Vyse:
--------------------
Weapon: Dual Cutlasses
Starting level: 1
Profile: Vyse is your main character in Skies of Arcadia: Legends. He the son
of the Blue Rogue leader, Dyne, and their heir to the Dyne legacy.
Strengths: Vyse is your main physical attacker throughout the entire game. He
is fast, and has a rather good hit percentage. He has the strongest
super move in the entire game. He can also equip the heaviest armor.
Weaknesses: Vyse is normally well rounded, while that is a strength, it is
also a weakness. He the average line on magic power, and cant increase it
as well because of his lack of ability to wear robes. Also, while his hit-
percentage is "good," it's not as high as Aika's or, at times, Fina's.
Recommended Skills: Vyse, as the main physical attacker, should work up on
building his super moves. Use almost all of the first few Moonberries you
find on him. I usually have his last skill early, you'll probably want it
before the boss in Rixis. As for spells, I usually keep Vyse starting with
Red,until he completes it so that he has Incremus, while simuntaneously
levelling the other character's Red magic so they at least have Increm.
--------------------
Aika:
--------------------
Weapon: Boomerang
Starting Level: 1
Profile: Aika lost her parents when she was very young. She was basically
adopted by Vyse’s parents, and so Vyse and Aika grew up together. Feisty
and short tempered, her attitude matches her hair color.
Strengths: Aika is amazing, I personally find her invaluable in random
encounters. She is the fastest character is the game, and has the highest hit
percentage. She is a great healer because of her fast feet. Aika has 2 super
moves that hit all enemies, and once you get enough spirit points to use it on
the first turn (8) then random encounters become much easier and less of a
hassle. She has decent magic attack power as well.
Weaknesses: Aika is a great, but other then her strengths, she is average all
around. Her defense isn’t very high, and her hit point average, forcing you
to keep her more toward magic or healing. He physical attack power starts
lagging after a while, too. While she is great in random encounters, you'll
probably stick Aika into a defensive role along with Fina during bosses
where she can't do damage.
Strategy: A good strategy with Aika I found is to keep her with a green weapon
until she gets to at least level 5, though preferrably until it's mastered.
She is a great healer and you must exploit it. And after you get Fina, and
have a level 5 Green spell, I suggest putting her on Silver until she learns
Riselem. Then it all up to you after that. Focus on having Aika learn
defensive magics, Quicka and Increm, as her magic attack isn't too high.
Delat Shield, her second Super Move, can be very useful in some battles when
it is used correctly.
Here is an Aika trick (for random encounters). Aika, the fastest character,
almost always attacks first. So, you shouldu nlock her Lambda Burst
special as soon as possible. Once your party has 8 or more SP on the first
turn of battle, have Aika cast Lambda Burst. By the time I got the SP
(Usually around South Ocean) it would kill 90% of the enemies in one hit.
It remains useful throughout the game. This also works with Omega Cyclone,
when you have 13 SP on the first turn. Because special skills require no MP,
Aika can constantly shorten your random encounters with her Super Moves and
save you travel time.
-------------------
Fina:
-------------------
Weapon: Cupil
Starting Level:1
Profile: One of the last remaining Silvites, Fina is sent to gather the moon
crystals to stop the corrupt people in the world from destroying the world
once again. When her ship is shot down, she is rescued by Vyse, and her
adventure begins.
Strengths: Fina is the main spell caster of Skies of Arcadia Legends. She
excels at any type of spell and learns all types quickly. She is a great
healer, as her last super move completely revitalizes your entire party.
Even better, Fina always goes first when using it.
Weaknesses: Like most casters in RPG’s, Fina is weak physically. She has
low defense and HP as well with low speed at the beginning of the game.
Lastly, she starts off at level one, when your other characters are around
level 13. You either have to grind a bit or accept a few of her deaths.
Strategy: Fina is the main spell caster, but that doesn’t mean you shouldn’t
build up her super moves. Fina’s first and last moves are invaluable.
The last one will save you very often. And it also help save MP you wont
have to use on healing spells. I usually bring her Silver magic to level 6,
and then change her weapon color to Green in case her Green magic isn't
completed. Taking Silver to level 6 isn't an easy task, considering how
many points it takes to level up, but at the very least you'll be levelling
other characters' Silver Magic at the same time.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-= Sub Characters: -=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------------
Drachma:
------------------
Weapon: Artificial Arms
Starting level: 13 (which at the time you get him is high)
Profile: Drachma is the aged sailor bent on vengeance against the archwhale
Rhaknam. He is cold and a loner, but his past, as well as his future, are
clouded. He owns the ship, "Little Jack".
Strengths: Drachma is the strongest physical attacker in the game. He
literally grinds his enemies to grimy pulp with his arms. He has the
highest HP, and can equip all the strongest armors.
Weaknesses: Drachma is the slowest character, meaning less evasion and a low
hit percentage. He is very bad at casting magic, taking longer then anyone
else to learn spells. And, well, IMO his super moves aren’t the
greatest.
Strategy: Because Drachma is absolutely terrible at casting magic, I'd
suggest giving him either status enhancing spells or just giving him the
moonstone of the element that your casters -need- to learn. In my case,
I usually end up giving him a Purple moonstone, since Vyse learns Red for
Increm, Aika Green, and Fina Silver. Purple will give your two casters the
strong single target ice magic, while the red from Vyse will give them
multi-target spells. Water works in place of purple, too.
------------------
Gilder:
------------------
Weapon: Gun
Starting level: 24
Profile: Gilder is the resident gunslinger of the pack. He is a pirate
who loves the freedom he gets from sailing the skies of Arcadia. Yet,
something gives me a sneaking suspicion that he doesn’t roam the skies at that
quick pace because he wants to. . .
Strengths: Gilder is hard to rate with strengths and weaknesses. He is an
average character all around who doesn’t excel in anything. But he
does have a higher than average physical attack. Truthfully, nothing
particular sticks out about Gilder except his sheer "balance," which is
both a good and bad thing.
Weaknesses: Gilder has a slightly lower then average magic, and it takes him
longer to learn it than, say, Vyse. But then again, he is hard to rate with
strengths and weaknesses, as he is your balanced character. I'm not really
a fan of his Super Moves. The game really wants him to come off as balanced
with the spells he knows at the start, but it just isn't going to happen.
Strategy: Gilder should be used primarily for physical attacks, though
he is a good supporting buffer and healer as well. If you plan to use him,
level his Super Moves so he has some type of offense.
-------------------
Enrique:
-------------------
Weapon: Rapier
Starting Level: 26
Profile: Enrique is the prince of Valua, the only heir to the throne. He
realizes his mothers intentions and ways of ruling are wrong, and takes
action. As a prince, he has been educated about the world, and knows
much. Except the poor guy does terribly on airships.
Strengths: Vyse and Enrique share a lot of the same traits. But Enrique has
the stronger in magic of the two and the weaker attacks. He is a strong
magic user and his physical attacks are decent as well. He also has
a strong final super move as well as a very useful Super move that halves
physical damage. At some levels, Enrique has a higher Will (that is,
Magical Attack power) than Fina does. He'll never reach Vyse strength
physically, however. In my own humble opinion, Enrique is by far the
best fourth character because of his versitality.
Weaknesses: Enrique, like Vyse, is pretty well balanced. But Enrique’s
attacks are a little over average, since his weapons aren’t the
most powerful things you will find. He also doesn’t seem to have the
best defense. Lastly, he tends to attack last.
Strategy: Enrique can do pretty much whatever you want with him. His magic
attacks can be as strong as Fina, but it seems, through his Super Moves, that
he is more focused towards physical attacks. I suggest putting a few
Moonberries into his Super Moves at thestart so that you get his Shield
skill, which helps considerably in some battles. You'll probably want to
start him off with Yellow Magic, especially if you haven't had anyone using
it before this.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-= Skills - Super Moves: -=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Skills are special abilities that are awakened when a character
eats Moonberries.You can find Moonberries from encounters, in treasure
chests, and just about anywhere. You must awaken your skills (Super
moves, as they are know in this game) in order. I will show you all
the skills for each character, moonberries it takes to revive them,
Spirit it takes to use, their order, and what they do in battle.
When I use the term "skill," I'm referring to "Super Moves," and I
use it inetrchangably.
The basic layout will look like this:
Character name: I will put the name of the character before the skills.
Skill: The name of the Super Move
SP: Spirit it takes to use the Super Move
Moonberries: The number of Moonberries it takes to unlock the skill.
Overview: A basic look at what the Super Moves.
Now onto the skills!
------------------------------------------------------
---- Vyse: ----
------------------------------------------------------
Skill: Cutlass Fury
SP: 7
Moonberries: 0 This is the only super in the game that starts as learned.
Overview:
Cutlass Fury is a great skill to use throughout the entire game, as it works
well on any enemy, though in the beginning it takes a while to get enough
spirit to use it. It does from 300 (at the very beginning of the game) to
2,000(at the end) points of damage to a single enemy. While not nearly as
deadly as Pirates Wrath, this can be use more often as the smaller Spirit
usage make for 3 to Pirates Wrath’s one. This is a must use throughout th
entire game. I prefer using it on Loopers as it doesn’t miss.
It can be argued that, at times, this skill is better than Pirates Wrath
just because if the TP consumption and damage that it does. With 21 SP
you can do three Cutlass Furies. At the end of the game, if each does 2000
damage and Pirates Wrath does 5800, you're still getting slightly more
damage. However, this can drag out battles to be longer than you need,
causing uneeded casualties.
Do not underestimate this skill, even at the very end of the game when you
find Pirates Wrath stronger and "better," there are times, such as in more
defensive based battles that require high SP-consumption per-round that
the damage over time is far superior to a move that costs 21 SP.
Skill: Counterstrike
SP: 1
Moonberries: 1
Overview:
Counterstrike allows Vyse to counter all attacks for one round of combat. If
used properly, it can help deal a lot of damage, but I personally prefer
having Vyse attack each round, as he counters more often than not anyway.
Skill: Rain of Swords
SP:14
Moonberries: 2
Overview: Rain of Swords hits all enemies for a decent amount of Yellow
damage. While it does more damage than, say, Lambda Burst, the spirit
cost is much higher. Because you usually want to pull off ranged attacks
first in battle, you cant with this, as Vyse isn’t as fast as Aika.
You will find that Aika’s ranged skills work much better then this,
but this one can be useful if your enemies seemingly aren’t taking damage.
Skill: Skull Shield
SP: 10
Moonberries: 2
Overview: Skull Shield lower physical attack damage, as well as helps you
counter enemies easier for one round of combat. While some people find
this useful, I didn’t use it more then two times the few times over I have
played the game. For that much spirit you can cast Increm two times, and
still have Sprit to spare.
While I don't use it often, I can think of one or two particular battles
that it is nice.
Some players seem to confuse the use of this Super Move and Justice Shield.
Against monsters with strong physical attacks -this- is this superior
Super Move, however it does nothing to negate the damage of special
attacks. Justice Shield halves all physical damage (including special
attacks) but does not negate it.
Skill: Pirates Wrath
SP: 21
Moonberries: 4
Overview:
Pirates wrath is the Skies of Arcadia Legends’ ultimate attack skill(with a
single person). It constantly does over 3,000 damage from the moment you
unlock it. Early on, it takes an extremely large of Spirit to use, so
prepare to Focus. This is the ultimate boss killer, as it does so
much damage. When Vyse is Incremed, it can do upwards 5,000 damage.
The Pirates Wrath and Cutlass Fury debate:
Big numbers are good, right? As I stated slightly above in the Cutlass Fury
section, there are times when bigger isn't necessarily -better-. Certain
battles, usually optional, require you to play very defensively to survive
without casualties. These battles take quite a bit of Spirit-per-round and
usually end up with one or two characters Focusing constantly to help build
up for attacks. In cases like these, sometimes it's better to stick with a
weaker Cutlass Fury that can attack every round. It cuts down the risk
even if it takes longer.
However, there are very few battles that difficult and most of the time
you'll just tear everything apart with Pirates' Wrath.
------------------------------------------------------
---- Aika: ----
------------------------------------------------------
Skill: Alpha Storm
SP: 4
Moonberries: 1
Overview:
Alpha Storm is somewhat like Yellow magic. It hits the enemies in a
line of the enemy targeted. The good news, is that it has a larger range
than the yellow spells. The bad news is that the range still isn’t large.
But as this skill is rather cheap, you can use it a lot in the beginning
of the game to help take out clusters of enemies.
Skill: Delta Shield
SP: 2
Moonberries: 1
Overview:
Delta Shield blocks all magic attacks from allies and enemies for one turn.
This can be a blessing if you are up against a strong magic user. I don’t
really use this spell a whole lot, but I know a lot of places I could put it
to use. Some of the bosses in the game become extremely easy with this skill.
But be warned, you cant heal with magic, so make sure you have enough
crystals to recover with.
There are two or three battles that this ability helps consderably and can
even "make or break" the battle, but in most normal encounters and even
normal boss fights it's unlikely that you'll use it.
Skill: Lambda Burst
SP: 8
Moonberries: 2
Overview:
I love this skill. It is probably my most used skill in the game. Because
Aika is fast, she gets it off almost immediately. And once you start a
battle with 8 SP you can officially obliterate your enemies before they
can attack. This ability does from 200 to 500 damage to all opponents.
And again, when you start a battle with 8 SP use it immediately! It will
save you a ton of time in hundreds of random encounters.
Skill: Epsilon Mirror
SP:10
Moonberries:2
Overview:
Epsilon Mirror uses 10 SP to restore 10 MP for Aika alone. Very handy in long
battles where you use a lot of magic, but not that useful all the time. I
found this useful during the last few battles of the game where I have Aika on
healing duty.
Skill: Omega Cyclone
SP:12
Moonberries:4
Overview:
Omega Cyclone is a stronger version of Lambda Burst, making it another
favorite of mine. It takes more SP, but it replaces Lambda Burst for the
rest of the game when you have it. It does from 400 to 800(or more) damage
to all enemies. Very useful in random encounters, worthless against most
bosses.
------------------------------------------------------
---- Fina: ----
------------------------------------------------------
An interesting fact about Fina’s Skills: Most of them will always go first, no
matter how slow she is. I know for a fact about Lunar Blessing and Lunar
Light. I am still checking about the others.
Skill: Lunar Blessing
SP: 12
Moonberries: 1
Overview:
Lunar Blessing causes the entire party to regenerate 200 HP at the beginning
of each turn. Very useful, as it will save your party from death often.
During the long battles of the game, you'll want to use this, even if 200
HP doesn't seem significant. Also works well with the Wanted list bosses.
But be warned, if a character gets KO’d and then revived, the regeneration
will not work until it is recast.
Skill: Lunar Glyph
SP:3
Moonberries:1
Overview:
Lunar Glyph causes damage to an opponent with a chance to stone them. The
damage is high in the beginning but quickly becomes irrelevant when you get
the stronger spells. You don't use this for damage later on, but rather,
the stone effect.
Skill: Lunar Cleansing
SP:6
Moonberries:2
Overview:
Lunar Cleansing completely removes bad statuses(except KO) on all party
members. Very useful, especially when enemies cast Drilnos on your party, or
Slipara. But other then that, it doesn’t have uses. I personally have found
this to save my life quite a few times.
Skill: Lunar Winds
SP: 6
Moonberries: 2
Overview:
Lunar Winds removes all positive statuses from all enemies. Positive statuses
such as Regeneration, and Increm. You wont find this to have much use, as
most enemies can be defeated even with the positive statuses, but it will
help speed battles up.
Skill: Lunar Light
SP:18
Moonberries:4
Overview:
The ultimate healing skill, it completely revives, heals, and removes the
statuses of all party members. To make it even better, it will ALWAYS be
pulled off before any other attack on a battle turn, potentially saving your
ass many, many, times. This may be considered the ultimate spell as it is so
useful.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-= Magic Strategies: -=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Magic in the world of Arcadia is set into 6 different colors. Green, Red,
Blue, Purple, Yellow, and Silver. I have all the colored spell lists, in the
order you get them in as well as what they are strong against, and what they
are weak against.
Note that the strengths and weaknesses also work with your weapon type.
------------------------------------------------------
Green magic is the magic of the earth. Green magic is the healing magic
of the game, and some of the spells work out of battle and during the ship
battles. Two spells, Noxi, an Noxous are attack spells, poisoning enemies
when used in battle. Green spells do more damage against Blue and Purple
colored enemies. They do less damage against Red and Yellow colored foes.
Green Magic List:
Sacri: Restores 500 HP, 4000 to a ship. Can be used out of battle.
Noxi: Attacks and has a chance to poison one enemy
Sacres: Restores 1000 HP, 8000 to a ship. Can be used out of battle.
Noxous: Attacks all enemies and has a chance to poison them.
Sacrum: Restores 1000 HP to all party members. Can be used out of battle.
Sacrulen: Restores all HP to a single party member, and ship. Can be used
out of battle.
------------------------------------------------------
------------------------------------------------------
Red magic is the magic of heat and fire. The red magic spells attack all
enemies and are used to power up your attacks. No fire magic can be used
out of battle. Red magic does more damage to Green and Yellow colored
enemies. It does less damage to Blue and other Red colored monsters.
You can use all Red magic in ship battles one you get a magic cannon.
The best spells in the Fire category are the Increm spells, which
increase your attack.
Red Magic List:
Pyri: Attacks all enemies. Smallest damage.
Increm: Raises stats and attributes of one character by 25% for a few turns.
Pyres: Attacks all enemies. Medium damage.
Pyrum: Attacks all enemies. Large Damage.
Pyrulen: Attacks all enemies. Maximum damage.
Incremus: Raises stats of all party members by 25%. No use in ship battles.
------------------------------------------------------
------------------------------------------------------
Blue Magic is the magic of water and wind. The spells attack a range of
enemies, or support your party. Blue magic can not be used out of battle.
Blue magic does more damage to Red and Yellow colored monsters. It does
less damage to Green and Purple colored monsters. You can use all Blue
spells against a foe once you have a magic cannon.
Blue Magic List:
Wevli: Attacks a very small range of enemies for small damage.
Quika: Doubles speed of all party members, increases ship speed in
ship battles.
Wevles: Attacks a small range of enemies or medium damage.
Slipara: Has a chance of putting all enemies to sleep. No use during
ship battles.
Wevlum: Attacks a small range of enemies for large damage.
Wevlen: Attacks a medium range of enemies for huge damage.
------------------------------------------------------
------------------------------------------------------
Purple magic is the magic of ice. The spells attack one enemy for large
amounts of damage, or they cause status effects. Purple magic can not be
used out of battle. Purple magic does more damage to Blue and Red colored
opponents and less damage to Green and Purple enemies. You can cast
purple spells on enemy ships once you have a magic cannon.
Purple Magic List:
Crystali: Medium damage to a single enemy.
Crystales: Large damage to a single enemy.
Sylenis: Stops an enemy from casting spells.
Panika: Confuses a single enemy.
Crystalum: Huge damage to a single enemy.
Crystalen: Extreme damage to a single enemy.
------------------------------------------------------
------------------------------------------------------
Yellow magic is the magic of lightning. Yellow attacks do a large
amount, but not as high as Purple, of damage to a small line ofenemies, or
they cause a decrease in strength of an enemy. Yellow magic of any kind
can not be used out of battle. Yellow magic does more damage to Green
and Silver colored enemies. It does less damage to Blue, and other Yellow
colored enemies.
You can use Yellow spells on enemy ships once you have a magic cannon.
Yellow Spell List:
Electri: Does very small lightning damage to a small line of enemies.
Driln: Lowers strength and attributes of one enemy by 25% for a few turns.
Electres: Does small lightning damage to a small line of enemies.
Electrum: Does medium lightening damage to a line of enemies.
Electrulen: Does large lightening damage to a medium sized line of enemies.
Drilnos: Lowers strength and attributes of all enemies by 25%. Not usable in
ship battles.
------------------------------------------------------
------------------------------------------------------
Silver magic is the magic of life and death. Silver magic has a wide array
of uses. It can revive characters, clean their status, or instantly destroy
a foe or multiple foes. Silver Magic can only be used in battle, and never
in ship battles. Silver magic does more of a chance of death to Yellow
opponents, and less of a chance to other Silver colored enemies.
Silver Spell List:
Curia: Completely cures an ally of adverse effects, except KO(unconscious).
Risan: 50% chance of reviving an ally with 50% of their max HP.
Eterni: A small percentage that you will cause instant death with this spell.
Eternes: A medium percentage that you will instantly slay all enemies.
Riselem: Completely revives a character with 100% of max HP.
Eternum: Will destroy an enemy unless they are magically protected against
death.
------------------------------------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-= Boss List: -=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
This is a list of all the bosses I have in this guide. I have their names,
but not their location as to avoid Spoilers, if you don’t want any spoilers at
all though, I suggest you skip this section. I've edited out the names of
important bosses (and "super secret hidden bosses") to help avoid spoilers.
------------------------------------------------------
Required Bosses:
Boss 1:Antonio
Boss 2:Sentintel
Boss 3:Ship: Baltor and the Blackbeard
Boss 4:Bleigock
Boss 5:Executioner and Spell Wardens
Boss 6:Royal Guardx2
Boss 7:Ship: Valuan Cruiser
Boss 8:Rokwyrm
Boss 9:Recumen
Boss 10:Ship: The Lynx
Boss 11:Ship: The Chameleon
Boss 12:Antonio 2
Boss 13:Rik'Talish
Boss 14:Ship: The Chameleon 2
Boss 15:Ship: Grendel
Boss 16:Gordo, 3 Mad Chefs
Boss 17:Ship: Valaun Gunboat
Boss 18:Sinistra and Destra
Boss 19:Vigoro
Boss 20:Draklor Tank
Boss 21:Ship: Fortress Gate
Boss 22:Ship: Gregorio Cruiser
Boss 23:Ship: Gregorio Gunboat
Boss 24:Ship: The Augria
Boss 25:Ship: Anguila
Boss 26:Ship: Tenkou Spellship
Boss 27:Jao and Mao
Boss 28:Tortigar
Boss 29:Muraji, 3 Soldiers
Boss 30:Ship: Vigoro and The Draco
Boss 31:Ship: Bluheim
Boss 32:Velteran
Boss 33:Ship: Yeligar
Boss 34:Ship: Raja
Boss 35:Ship: DeLoco and The Chameleon, Parts 3 and 4
Boss 36:Ship: Baltor and the Blackbeard 2
Boss 37:Vigoro 2
Boss 38:Eliminator
Boss 39:Ship: Valuan Mage Ship
Boss 40:Ship: Galcian's Elite
Boss 41:Ship: The Hydra
Boss 42:[Spoiler Boss 1]
Boss 43:Gadianos
Boss 44:[Final Boss 1]
Boss 45:[Final Boss 2]
Boss 46:[Final Boss 3]
------------------------------------------------------
Optional Bosses:
Optional 1:Piastol 1
Optional 2:Barta and Rupee
Optional 3:Piastol 2
Optional 4:Gunarm and Frocks
Optional 5:Ixa'ness Demons: Tara, Pera, and Lira
Optional 6:Ship: Obisbo
Optional 7:Ship: Alania
Optional 8:Piastol 3
Optional 9:Ship: Roc
Optional 10:Ship: Giant looper
Optional 11:Vize, Anita, Faina
Optional 12:Piastol 4
Optional 13:Daikokuya
Optional 14:Elcian
Optional 15:Zivilyn Bane
Optional 16:Lord Bane
Optional 17:Super Secret Optional Boss
------------------------------------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-= How to Read my Guide: -=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Location: I always put the location of the boss on the top.
Boss: The name of the boss you will face.
Recommended HP: The minimum number of HP that I think you will survive best
with.
HP: The number of Hit Points, or boss stamina that you will have to knock
down until they are dead.
Special attacks: The name of any special attacks the boss has.
Color: Their color attribute.
EXP: The experience your party gets for defeating the boss.
Magic EXP: The number if Magic experience you receive when defeating the boss.
Items: Any items the boss may drop.
Strategy: My strategy of how to beat the boss.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-= Boss Strategies: -=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Location: Valuan Cruiser
Boss 1: Antonio
Recommended HP: 500
HP: 575
Special Attacks: Thunder of Fury
Color: Yellow
EXP:18
MagicEXP:2
Item: Moonberry
Strategy:
Antonio is fierce looking. He can be challenge if your level is not high
enough or you have not built up your magic. This battle is harder in the
GC version. Have Vyse and Aika focus for the first round, then use
Red magic Increm on Vyse with either character. Have the second character
focus or heal if one of them got hit with Thunder of Fury on the first turn.
I have seen Thunder of Fury do 300 damage to a low level party, so keep
yourselves healed at all times. After the Increm, have Vyse release Cutlass
Fury, when you have enough spirit.
Always have Aika focus unless the party needs healing. Having her attack
will do more harm than good. Antonio counters often, and his counters can
lower your HP to the point that Thunder of Fury can be fatal. When Vyse is
waiting for the SP to do Cutlass Fury a second time, have him attack
normally. Antonio should go down after the second Cutlass Fury. Note that
once Antonio's HP drops, he'll start using Thunder of Fury more often, so
make sure you kill him quickly.
------------------------------------------------------
Location: Shrine Island
Boss 2: The Sentinel
Recommended HP: 700
HP: 1,200
Special Attacks: Target Search, Blaster
Color: Silver
EXP: 117
MagicEXP:2
Item: Moonberry
Strategy:
The Sentinel will take a long time to wear down. He has a lot of HP for this
point of the game. The easiest way for me was to use your newly acquired
Purple Moon Stone and level up with Vyse equipped with the Purple on his
weapon. At least until you get the Crystali. Once you have that, and Aika
has some healing spells(or should) you are ready to battle him the easy way.
Of course, Aika with some Purple magic helps too.
when you first encounter the Sentinel, you should have enough Spirit to use
Crystali at least once on the first turn. If you only decide to do it once
(or don’t have the spell on more then one character) then focus with the
second character. It should do from 100 to 200 points of damage with each
use. With your second person focusing, you should gain SP fast. Cast Increm
on Vyse with Aika ASAP.
When the boss uses Search (With the red beams of light) then he is ready to
use his ultimate attack. This is your warning, the move takes 2 turns to
power up. Make sure your Hit Points are above 300 when it goes off. The
Blaster attack hits, members in a straight line with the target, so if the
AI hasn't moved your characters, it is likely both will take 300 damage.
You may want to cast Increm on Aika, to raise her defense, just in case. Be
ready to heal. Also note with this boss, you have a big advantage. If your
level is high enough then he will always be the last to attack, making it easy
to survive.
For an alternate method without the purple magic, you can cast Increm On Vyse
and have him use Cutlass Fury. This method is arguably faster than using
Purple magic, but it's also heavily Spirit based, so you won't do much other
than Focusing, Increm, and the ability. You should use Sacri crystals to
heal yourself if you try it this way, so that it doesn't waste your Spirit.
It should take 3 or 4 Cutlass Furies to kill him this way.
In most cases, you'll want to completely avoid using normal physical attacks,
as the Sentinel's counters will wear you down quickly. Especially refrain
from attacking with Aika. She won't do much damage to the boss, but will
take quite a bit in return.
------------------------------------------------------
Location: Skies Over Nasar
Boss 3: Ship: Baltor and the Blackbeard
My Average level: 10-12
Recommended HP: 10,000 With the Little Jack
HP:10,000
Special Attacks: None
EXP:137
MagicEXP: None
Item: Bomb, Captain Stripe
Strategy:
This is your first ship battle. Even so, don’t expect it to be too easy.
A ship battle is basically a strategy version of a normal battle.
You're not allowed direct action by your characters, instead you control
the actions that the ship can take per battle. This does not mean that
your characters are worthless, however. Depending on how far each magic
has been developed, you can still cast certain spells on your ship.
Important spells early on will be Sacres, Increm, and Quicka. At this
point, you can not use offensive spells in ship battles, but you will
be able to later.
You have control of 3 attacks during this battle, each with one of
your characters. You may notice certain boxes on the screen, colored
Red, Green, and Yellow. Some of the blocks have a C! On them. Green means
you have an advantage with your attack, C! Means you have a huge advantage
over your opponent in the attack, yellow means your opponent has a small
advantage, and red means you take critical damage. It is a wise move to
defend on red turns, as enemies will use their advantage to do large
spikes of damage. But you can do this in turn when you have a c! block.
c! blocks do not need to be Green, so sometimes you may find yourself
taking damage in order to damage the enemy.
I hope you have the spells Increm and at least Sacri by now. Cast Increm
ASAP to lower the damage you take, and to increase the damage that you do.
You'll want to keep your HP over 5,000 at all times during this battle.
Sacri is sufficient to heal the Little Jack at this point, but later on
you'll need the highest level of Green spells, so set someone (preferably
Aika) on Green and leave them there.
The main thing to do in this battle is attack when you are in the green or
C! zones with your Standard Cannon or Main Cannons. If you find
yourself without anything to do, have characters Focus. There's never
a such thing as too much focusing. On Red turns with nothing to do,
however, you should probably defend.
When you're given the option, select "Try to get behind him instead."
This will give you a critical advantage for the round.
Again, make sure to heal if you have less the 5000 or 6000 HP, for you never
know how much damage you might take the next turn. You'll want to time
your Green Magic close to the end of the round, preferably. That way you
start the next round completely healed, the enemy with no advantage over
you.
------------------------------------------------------
Location: Valua Catacombs
Boss 4: Bleigock
Recommended HP: 1000
HP: 4,800
Special Attacks: Poisonous Bile (poison all allies),
Frost Breath (Purple damage on all allies)
Color: Green
EXP:433
MagicEXP:2
Item: Vidal Seed
Strategy:
Bleigock can be an evil boss if you don’t come prepared with tons of
Curia crystals. He can kill you just by outlasting you with his high HP.
His attacks don't do a lot of direct damage, but they have a chance to
poison you, which will do a consistent 100+ extra each round. Even worse
is that his attacks hit all of your party members AND you have another
boss battle right after this. Don't use too much magic or too many
items.
Because of Bleigock's high HP you want to be as healthy as possible.
The best way to fight this boss is arguable, like all bosses, but I found
Crystales boxes to work very well. They do 400-600 damage with each
use, and can be used multiple times. Buy them from the Mystery Merchant on
Sailors Island at the inn. If you don’t find him the first time, exit
Sailor's Island and keep going back in until you do. Some monsters in
the catacombs also drop them with a low rate.
A more standard way to kill this boss is by using Increm on Vyse, having
Drachma Focus or attack, and use Aika to heal and cure the poison. Aika
can also Focus. The goal of this would be to have Vyse use Cutlass Fury
every round while still staying alive. Having Vyse switch to a weapon
strong to Green (such as Red) for the battle will help considerably. If
you don't want to kill the boss on this particular Magic color, just
switch it back to whatever you were using before the battle so that
you still get the MagicEXP on whatever color you prefer. This way
will probably take 5 or 6 Cutlass Furies, so if you want to speed it up,
have Aika use Crystales and Drachma attack when you have extra SP.
Note: The Valua Catacomb is a great place to farm for Moonberries. Just
run to the entrance and to the save point a few times and you should get
at least 2-3.
------------------------------------------------------
Location: Valua Coliseum
Boss 5: Executioner and 2 Spell Wardens
Recommended HP: 1000
HP: Executioner:1,800, Spell Wardens: 380
Special Attacks: Executioner: Tackle. Wardens: Support Spells
Color: Executioner: Yellow, Spell Wardens: Yellow
EXP:238
MagicEXP:2
Items: Electri Box, Sacres Crystals (sometimes)
Strategy:
The problem with this boss is that he comes right after a dungeon and
directly after another boss fight. Not to mention that the boss is
surprisingly strong, and can kill low HP characters in one hit. With
his tackle attack, the Executioner can break 1000 damage to your allies.
Other problems occur when the Wardens use Increm on the Executioner while
using Drilnos on your characters. The Incremed Executioner can hit
1500 damage if your defense is down.
The first priority is to get rid of the Spell Wardens. Focus on one at a
time until both are killed. It should only take a round or so to kill
one. While doing this, have one person (probably Aika, since she's
weakest physically) use Increm. Start with whoever has the lowest defense
and build up to all three with Increm. Increm not only raises your
attack by 25%, but your defense as well. This will help you survive the
attacks.
Keep everyone at or above 1000 HP at all times, since the Executioner can
easily do that much damage in one round. It's important to note that
his Tackle move has a line effect, so it can hit more than one character.
Depending on the battle AI, the Executioner might use Tackle every round,
or he might spam spells over and over. It's really a matter of luck how
easy or how difficult this battle is to survive.
Don't even bother attacking the Executioner until both Wardens are gone.
They'll cure and buff the Executioner while doing extra damage to you
through their spells. They should only take a round to kill because of
their low HP. While fighting the Executioner, avoid physical attacks
and instead use Super Moves or Focus. Remember to keep Increm up on all
three of your characters to reduce the damage the boss can do. Don't rush
this battle. Take it slowly and have at least one, maybe even two,
characters acting on support each round. Playing defensively helps a lot
on these bosses that can easily bring you to critical status.
------------------------------------------------------
Location: Train from Valua's Royal Palace
Boss 6: Royal Guard x2
Recommended 1,000
HP: ~600
Special Attacks: Counterstance, Sacri
Color: Yellow
EXP: 440
MagicEXP: 2
Item: Magic Droplet x10
This battle can be surprisingly difficult, considering the dull looking
foes. You also may not have a lot of MP left after the bosses and
encounters that happened before this battle, so if you are, replenish
your MP supply before trying to kill the Guards.
The two Royal Guards like to use CounterStance over and over, which
makes physical attacks useless as well as halving the damage they take.
Even worse is that when they have low HP, they start using the Sacri
spell on themselves, which pretty much nullifies the damage you've done
to them.
This battle is about doing damage quickly before the bosses can heal
themselves. Aika has weak physical attacks, so she won't be doing that,
but hopefully she has some offensive spells in her arsenal. Focus with
Vyse and Aika the first round, and then cast Increm on Vyse on your second
round. Spend a few rounds focusing and storing SP before you start your
assault. When you're ready, have Aika use Crystales or another low SP
spell while Vyse uses Cutlass Fury. This part is somewhat risky, seeing
as you may get defended against with CounterStance. Vyse's damage will be
effectively halved if he is defended against.
It may seem like an overkill to use Cutlass Fury and strong spells on
such low HP enemies, but if they defend against you and Cure the damage
that you cause, it makes everything you do for nothing. Ideally, you want
to kill one of them before he can heal himself. Once one is gone, then
you need to focus your strongest attacks on the second in hope of
finishing him off when he isn't defending.
You're pretty much going to be stuck with magic only in this battle, so
hopefully your characters have at least Crystales or Pyres. Abd even if
you do, you have to make sure you can take down the enemy HP before they
can cure themselves for 500.
------------------------------------------------------
Location: Skies Inside the Gates of Valua
Boss 7: Ship: Valuan Cruiser
Recommended HP: 10,000 with the Little Jack
HP:20,000
Special Attacks: Cannons
EXP:231
MagicEXP: None
Item: Repair Kit
Strategy:
You just have to survive here. This is pretty much another tutorial
battle, this time with Special Ship attacks. This is a surprisingly
straightforward battle, and very anticlimatic, considering what you've
gone through.
Have one person use Increm on the first turn possible, and have the second
character Focus. The third turn should be a Sacri to heal any damage
that the Valuan Cruiser did to you. As long as you keep your HP over
6,000, you aren't going to have any trouble staying alive.
On the second round, keep your Spirit above 9 or so, and Focus at least
once, while using Sacri or Sacres on the last round. Only attack if you
have an excess amount of Spirit. You'll probably want to attack once or
twice just to put a dent into the ship, but 20,000 is a lot to wittle
away at. The goal is to have a minimum of 15 Spirit at the start of the
next round. That way, you can use the Harpoon Cannon to severely damage
or immediately kill the boss. You will know when you can use this attack
when you see a little Harpoon in the blocks that signify your attack rounds.
The Harpoon Cannon should do around 15,000 damage.
------------------------------------------------------
Note: At this point, you can do the first Optional Boss, Piastol Round 1.
Location: Temple of Pyrynn
Boss 8: Rokwyrm
Recommended HP: 1000
HP:4,200
Special Attacks: Cinder Storm(Stone), Volcanic Blast (500 to all)
Color: Red
EXP:1,021
MagicEXP:4
Item: Riselem Box
Strategy:
I've been mentioning Crystales boxes throughout this guide, but this
is a battle where they make it so much easier than if you don't have
them. Because of the Red Color of the boss, Purple will do considerably
more damage than on a normal boss. If you don't have any Crystales
Boxes, you're stuck with the Crystales spell and purple weapons
Fina's Lunar Blessing is very useful in this battle, though if a
character is petrified, the positive effect will wear off. Curia
Crystals and the spell Curia will help considerably as well, since
the Rockwyrm likes to petrify you. If you have any "Gem of Fluidity"
accessories, then you might want to equip them for this battle to
prevent the Stone Status. This item does not work all the time, but
it can help when you need it.
The easiest way to go about this battle is to have Fina and Aika use
Crystales boxes every round (or, if someone has Stone status or low
HP, use them to cure) while Vyse uses Increm on himself. Change his
weapon Color to Purple, and then use Cutlass Fury whenever you have the
SP to do so. The Crystales boxes will probably do around 500 damage
each, and a Cutlass Fury with a Purple weapon will hit for around
1000.
Don't let your entire party get petrified, or you're dead. Other
than the ability to Petrify, which probably does 600 damage alone, the
Rockwyrm has an attack that can hit 500 damage on everyone. Keep everyone
above 1000 HP at all times if possible, that way you won't have to
worry about deaths.
You'll find the main problems in this battle are more annoyances that
happens when you're petrified. Hopefully you've brought a few Curia
Crystals with you so that you don't have to use the SP, and MP, on the
spell.
Also, before this battle, you may want to get Aika a new and awesome
weapon. When fighting the "Death's Head" you will randomly get a weapon.
The drop rate on the weapon is pretty terrible, though, so don't expect
to get it unless you fightfightfight. This weapon, the Storm Wing,
has slightly higher attack power and a hit% of 150, which will help on
those evasive Loopers.
------------------------------------------------------
Location: Skies Above the Temple of Pyrynn
Boss 9: Ship: Recumen
Recommended HP: 10,000 with the Little Jack
HP: Unlimited
Special Attacks: Red Ray
EXP: 0
MagicEXP:0
Items: None
Strategy:
Recumen, the Red Gigas is invincible, so you cant win this battle. But that
doesn’t mean you can just go and heal the battle away. You'll notice that
at the end of every round, one of the Panels will be red. This means
that Recumen is going to attack this round, and you better be prepared. You
want to focus all of your attacks on the round BEFORE Recumen has his
turn to ruin his aim. Hopefully you bought some SubCannons from Sailor's
Island after Valua, as they will make the battle easier.
To make Recumen miss, you need to set the SubCannon to start on the turn
before the Red box, and have it attack during the turn with the second box.
On the Red Turn, you'll want to attack with a Main Cannon/Standard Cannon
(which will hit at the same time as the SubCannon), effectively knocking
Recumen off balance. He'll miss his Red Ray and you get the turn off without
taking any damage. However, as an "In case," you should always cast
Increm when it wears off, and keep your Little Jack at full HP. Don't
bother attacking Recumen at any other time except to stun him. The battle
is not meant to be won by force.
A simple, effective, strategy for the entire battle would be:
Turn 1: Sacri/Repair Kit
Turn 2: Focus
Turn 3: SubCannon
Turn 4: SubCannon and a Main Cannon.
If no damage was taken on Turn 4 of the last round, you can Focus on Turn
1. Turn 1 can also be used to cast Increm. If you don't have any SP on
Turn 4 for a second attack with a Main Cannon, then be sure to defend,
since the Sub Cannon alone will not knock him off balance.
Note however, that THIS IS NOT HOW THE ENTIRE BATTLE WILL GO. On some
rounds, Recumen has his turn early, and you'll still need the two
SubCannons and the Main Cannon, so you must prepare your Spirit on
the round before. Though the battle will pretty much always have those
same 4 actions throughout.
After a few rounds, you're given the Harpoon Cannon option. Do this,
and focus on every other of the three turns so that you have SP for the
next round. The Harpoon Cannon will knock Recumen off balance in the
same way that the Main and Sub Cannons do.
When asked, always choose to attack the Heads.
When you attack the heads, you're given the advantage of two Harpoon
Cannon attacks to match the two Red Rays. You'll probably want to
avoid actually using the Cannon, instead setting two Sub Cannons and
a Main Cannon for each of the turns. If you don't have enough, only
then should you use the Harpoon Cannon, since 2(2)+4 SP (2 Sub Cannons
and the Main Cannon) is still less than the 15 required for the
Harpoon Cannon.
After the next round, choose Retreat and Regoup. There is no way to
defeat Recumen.
Note: A lot of people have been asking me about Recumen. You can ONLY delay
him if you attack with a normal cannon and a Secondary cannon/Torpedo.
Secondary Cannons are the ones which can attack for more then one turn, and
Torpedos have low hit percentage, but can land on any round you choose. You
must use them on the Red turn, or else you wont delay him. If you can't, you
have to survive by defending.
------------------------------------------------------
Location: Skies Above the Temple of Pyrynn
Boss 10: Ship: Belleza and the Lynx
Recommended HP:10,000 with the Little Jack
HP:25,000
Special Attacks: Lynx Cannons and Torpedoes, Magic Cannons
EXP:881
MagicEXP:2
Items: Captains Stripe, Magic Cannon, 3-Inch-Blaster
Strategy:
Be warned. Belleza can kill you in one round, she is deadly. Like in most
battles, you'll want Increm on to avoid these one-round kills. If you're
very unlucky, Belleza can hit 7500 damage at once.
First things first. In this battle I prefer attacking with 3-Inch-Cannons for
2 blocks, so that was my main offense. Don’t try and go on the offensive
too often. At the end of every turn you need to bring yourself up to full HP.
If you don’t, you will more than likely die, seeing as Belleza almost always
gets the first attack. Try to avoid attacking too often, instead focus on
healing, defending, and Focusing. You'll want to slowly do damage, not
damage her all at once.
On the third round, when Increm wears off, is when Belleza does her first
extremely dangerous attack. During this round, you will notice 3 yellow
blocks and 1 green block. Don’t let that deceive you. Make absolutely sure
on this turn you recast Increm when it wears off. During Round 3, Belleza
will do something like this:
Lynx torpedoes the first turn, Sub-Cannons the second(and into the third) and
on the third all comes together. The torpedoes will hit and the sub-cannon
fires a second time, and she will cast Wevlen. All in all this will do around
7000 damage if you are not Incremed. If you are Incremed it can still do
5500. Be absolutely sure to defend on the third turn of the third round, and
then use Sacres on the fourth.
Belleza will use this strategy over and over on your group whenever you
have the advantage over her, so be careful and defend often on the
third turns of battle.
Soon, you're given a choice. Don't try to get behind Belleza on the first
choice, instead choose to "Turn hard and try to catch her off guard."
Keep your HP up, even going as far as to heal yourself twice every round.
Keep the damage slow and steady, and keep Increm up, after another round
you're given the second option.
Choose to "Set endgines to full speed and get behind her."
Survive the next round and choose:
"Head Straight upwards!"
While this doesn't have the advantage of stopping does, the stopping
makes you end up taking more damage in the long run. After this, you'll
have the option to use your Harpoon Cannon. You'll need it. If the
Cannon doesn't kill her immediately, it will severely damage her so that
you can finish her off in a round or two.
------------------------------------------------------
At this point, you can fight the optinal battle "Barta and Rupee"
by talking the Barta on the Maramba docks.
Location: Skies above Ixa‘Taka
Boss 11: Ship: De Loco and the Chameleon
Recommended HP: 10,000 With the Little Jack.
HP: 30,000
Special Attacks: Flamethrower Cannon
EXP:726
MagicEXP:0
Items: Captains Stripe
Strategy:
Before going into this battle, you hopefully have visited The Dark Guild,
a small ship that flies around outside of Horteka. This ship not only
buys and sells Discovery Information, but has some brand new weapons for
the Little Jack. Ideally, you want some 5" cannons, a Torpedo, and at
least one Main Cannon. Everything you had initially should be replaced
at this point.
As with all ship battles, start off with a cast of Increm on the first
turn of the first round, always recasting it when it wears off. Launch
a Shock Torpedo on the very last square and have it land on the C! of
the second round. Have your other two characters Focus.
Ideally, on the second round, you want to attack as much as you can
before that Yellow block at the end, while still making sure that you
have 20 SP for the next round. Ideally, you want the battle to end in
3 rounds, so you should hopefully do around 6,000 damage on this
round. However, if you're able to do over 10,000 damage total on the
second round alone, you'll find yourself at an extreme advantage on
the third round. However, doing 10,000 damage requires a bit of
luck. The easiest way to hit 10,000 damage is to use a 5" Cannon on
the third and fourth turns, a Shock Torpedo on the first (your
initial Shock Torpedo should hit on the second turn) and use Magic
to damage over Cannons, since De loco has this bad tendency to
avoid most forms of Cannons based attacks.
On the third round of battle, De Loco gets angry and starts up his
Flamethrower. On this round, you'll probably notice a Red Block
at the end of the round, which is where he'll use his special, which
is, of course, the Flamethrower. On this round, you'll have
a Harpoon Cannon Shot, and your Increm will have worn off. So recast
Increm, use your Harpoon Cannon, cure with Sacres/Sacri, and defend
against the Flamethrower attack on the fourth block.
However, if you were able to hit 10,000 on the second round, you'll
get the "better" option, and two Harpoon Cannons and no red block
will be on top of the screen. On this round, use Increm on the first
turn and the Harpoon Cannon on the third, and that should bring
De Loco down. Even if it doesn't, his Flamethrower will be thrown off
of balance and you won't take any damage because of the "Target Lost"
on the Flame Thrower. Even better, if you hit the Harpoon Cannon on
the third turn, De Loco is off balance for the next round, completely
at your mercy. After the Harpoon Cannon round, you'll need to hit
10,000 damage again to knock him off balance, but at this point he
should be in critical range, or even already dead.
The battle isn't really anything special, and De Loco takes
startingly large amounts of damage considering he's a boss. Chip away at
him with Secondary Cannons and he'll fall quickly even if you don't do
10,000 damage every two rounds.
------------------------------------------------------
Location: MoonStone Mountain
Boss 12: Antonio 2
Recommended HP: 1,000
HP:5,300
Special Attacks: Thunder of Fury
Color: Yellow
EXP:1,503
Magic EXP:4
Items: Moonberry
Strategy:
Antonio should look familiar to you. Antonio 2 behaves identically to his
weaker brother, but hits much harder. He mainly uses Thunder of Fury,
though his physical attacks can hurt as well. Don't bother attacking
with Aika and Fina, since they'll just take more damage from Antonio 2's
counters than they will actually damage him.
Use Increm on Vyse right at the very start, in order to strengthen his
physical attacks. Change his weapon to Silver and start using Cutlass
Fury over and over. Even if you have Pirate's Wrath at this point it
takes too much Spirit and isn't worth the damage that it does compared
to Cutlass Fury. If you're worried about taking damage, use Increm on
Fina and Aika as well. Remember that Thunder of Fury is a line based
attack, so it can hit two or more characters in the worst case scenario.
This is an oddly straightforward battle, especially since you've fought
this very boss before. Don't let your HP drop below 600 (Vyse) and 800
(Fina and Aika) and you'll be fine. Hopefully someone (preferably Aika)
has Sacrum at this point. That makes your healing much easier. Also,
you can buy Sacrum crystals in Horteka. They're a bit pricy, but the're
very useful, especially in situations when you're using Delta Shield.
Antonio 2 has high defense to match his HP, so expect this battle to take
a bit of time. As long as you keep your HP up, it shouldn't be a problem
though, especially because of Antonio 2's low speed.
------------------------------------------------------
Location: Rixis
Boss 13: Rik'Talish
Recommended HP: 1,500
HP: 6,800
Special Attacks: Feather Slash, Circle of Panic, Ring of Sleep
Color: Green
EXP: 1,830
MagicEXP: 4
Items: Sylph Seed
Strategy:
Rik'Talish is not meant to be strong, rather he is a master of negative
status spells. His attacks have additional effects of Sleep and Confuse,
and he is very fast. To prepare for this battle, it will help if you
have Fina's Lunar Cleansing (though it's not necessary) and have a few
Curia Crystals and at least two people with the spell learned (that
shouldn't be hard at this point, unless you changed Fina's weapon
color early on).
Rik'Talish's Ring of Sleep, rather obviously, causes the Sleep status.
His Ring of Panic ability causes Confusion. If he uses either of these
abilities, make sure you cure them immediately on the next round,
as three members asleep and one confused can be very dangerous. The true
threat Rik'Talish poses is his Feather Slash, which is a frontal attack
that hits from 800-1000 damage to each member it hits. If your healers
are asleep and you have no Sacrum Crystals, this can hurt bad.
Use Increm on Vyse and your two ladies (even better if you have Incremus
at this point) to raise Vyse's damage and lower the damage that Fina and
Aika take. Change Vyse's weapon to Red and use Cutlass Fury (or even
Pirates' Wrath, depending on how many Moonberries you've gotten from
random encounters). Use a Sacrum Crystal, or the spell Sacrum, every
time that Rik'Talish hits three or more characters with his
Feather Slash.
As long as you keep your statuses clear by healing them every round,
Rik'Talish should be easily survivable, since he doesn't deal much more
damage than your previous boss did. However, you should do your best
not to use a ton of MP during the fight, as you have two more
consecutive battles after the next events!
From Brandon Gliniak:
Rik'Talish can be the easiest boss battle in the game because he has one
fatal weakness: petrify. All you need to do is have Fina use Lunar Glyph to
keep him in a perpetually petrified state, and take your time to whittle down
his health. He will be petrified almost 100% of the time, making for a very
easy battle. This tactic is admittedly cheap, but it is effective nonetheless.
------------------------------------------------------
Location: Skies Above Ixa’Taka
Boss 14: Ship: De Loco and the Chameleon
Recommended HP:10,000 With the Little Jack
HP:30,000
Special Attacks: Test Cannon
EXP:1,043
MagicEXP:4
Items: Hunter Torpedo
Strategy:
De Loco's Chameleon is a bit harder this time, as you can't stop him from
using his test cannon. Keep your HP way up at all times, as hit Torpedo can
hit for 6,000 and his Handgun for 2,000. As always, keep Increm up and
recast it when it weard off. Try to conserve your healer's MP, as there's
another battle after this where you'll likely need it more than during
this battle. Fortunately, De Loco focuses often so his attacks aren't as
frequent as Belleza's. Also, this time, De Loco doesn't have a Flame
Thrower, but instead he has a Test Cannon that is quite a bit more
powerful.
You can't knock him off balance, so instead focus on buffing and
conserving SP through the first round.
Before the second round, you're given a choice. Both choices end in him
using the Moon Stone Cannon, but one will give you a yellow square and
three minor green squares, which the other ends with three Green C!
critical squares and a red square for his Moon Stone Cannon. If you want
to play risky, close in, and if you want to be safe, stay away.
If you choose to close in, be sure that you defend on the fourth round
right as the Cannon hits, or you're going to take a harsh beating.
On the third (or fourth, depending on which option you chose) you'll
get the Harpoon Cannon option early on, so make sure you continually
conserve SP throughout the battle. Try to stick with 5" SubCannons
instead of actual attacks, as for the damage-per-SP, they do the best
you can get, as Torpedos tend to miss often.
If De Loco is still alive after your Harpoon Cannon, continue to take him
down bits at a time. He'll stop again every other turn to use his
Cannon. When the game asks you a second time, you'll probably want to
pick "Play it safe and back off," since you'll only have one round
of yellow, compared to the two of the second choice. The Chameleon won't
actually use his MoonStone Cannon for another two rounds at this point,
so continue attacking and he should die before this.
------------------------------------------------------
Location: Skies Above Ixa’Taka
Boss 15: Ship: Grendel
Recommended HP: 10,000 with the Little Jack
HP: 100,000 (?)
Special Attacks: Boulder Throw, Fist of Grendel
EXP: 1,161
MagicEXP: 4
Items: Captains Stripe, Complete Kit, Grendel Wing
Strategy:
Grendel, the Green Gigas, is surprisingly mean. He is very fast and will
usually attack before you do. You can try Quicka to help you with this.
Keep up Increm at all times, since Grendel usually gets off two attacks
per round. Hopefully you have enough Repair and Deluxe Kits, as well
as MP for Sacres, to survive for a while. This battle is going to be
outlasting the Gigas, not actually damaging him. Also, unlike Recumen,
there's no way to prevent your ship from taking damage, you just have to
cure yourself at the end of every round.
The first disadvantage you have in this battle is that your ship HP
hasn't been restored since the last battle. If you were unlucky on the
last round of battle with De Loco, then you might have some problems. Like
the battle with Recumen, you're not going to damage Grendel, but you do
need to attack it every once in a while to keep the battle moving.
Whenever you can, use the Harpoon Cannon, otherwise you'll want to Focus,
keep Increm and Quicka up, and have someone cure at the end of every
round.
On the second round of battle, choose to "Try attacking its head."
You'll usually want to avoid attacking the legs, since Grendel's stomps
do about twice as his Fists and Boulder Throw.
Stick with SubCannons for your attacks, since you can't actually lower
Grendel's HP to 0, you just want to soften him up a bit. If you do
well on the second round, you can use the Harpoon Cannon on the third,
which is what you are aiming for. Make sure to recast Increm, too.
On the fifth round or so, you'll be given the option to back off
or keep attacking. Keep attacking unless you're having trouble staying
alive. This option also gives you another burst of Harpoon Cannon.
After you continue attacking, if you've done a good amount of damage,
Grendel will start acting strangely. From this round on, you'll be able
to use the Harpoon Cannon. Focus, keep yourself alive, and when you use
the Harpoon Cannon, Grendel falls into the canyon, ending the battle.
Note: Unlike the Recumen battle, you'll notice Grendel's HP actually
decreases. It might be possible to kill Grendel slowly, purely by
using SubCannons, Main Cannons, Torpedos, Spells, and anything but the
Harpoon Cannon. It will take a long, long, long time through, and
hitting him into the canyon is much easier.
------------------------------------------------------
Location: North Ocean, in the Little Jack
Boss 16: Gordo, 3 Mad Chefs
Recommended HP: 1,500
HP: Gordo: 2,000, Mad Chefs: 500
Special Attacks: Gordo: Loqua Spray, Mad Chefs:Support Skills
Color: Gordo: Red, Mad Chef's: Red
EXP: 486
MagicEXP: 2
Items: Cham, 30 Sky Sardis, 20 Spiked Sunfish
Strategy:
The Mad Chefs are the most annoying part of this battle, and should be
removed immediately. They like to use magic, so you can try to use
Delta Shield to avoid damage. However, if you do this, you won't be able
to use Lambda Burst the first two rounds to weaken all enemies, so it's
your choice. Lambda Burst paired with a Pyres/Pyri Box by two characters
will probably be enough to get rid of them. However, the Chefs like to
use spells such as Drilnos to weaken you, which can be extremely annoying.
The Chefs not only like area attacks (such as Pyres for 200 on everyone)
but their physical attacks can hit 500 if they critical, so it's imperative
that they're gone as soon as you can. Gordo alone isn't as dangerous,
but he can still deal out some damage. Whenever you see Gordo take a
drink, he's preparing his "ultimate attack." Loqua Spray, hits all
of your members for around 600 with what appeares to be Red damage.
Stick with strong physical attacks, such as Cutlass Fury, and Purple
magic while damaging Gordo, and make sure to keep your HP around 1,200
on everyone. With the Chefs gone, Gordo doesn't really have any potential
for Spike damage, so he'll fall quickly. 2,000 HP should only take a few
rounds of normal physical attacks.
------------------------------------------------------
Location: Skies Above Valua
Boss 17: Ship: Valuan Gunboat
Recommended HP: 10,000 with the Little Jack
Special Attacks: Cannons
EXP: 306
MagicEXP: 0
Items: Deluxe Kit
Strategy:
This "boss" isn't really a boss at all, since you can fight them before
you actually enter Valuan Airspace. He uses cannons and subcannons mainly,
with their range of damage from 500 to 1,500 per attack. The only reason
he really poses a challence is because he attacks each turn, so he has
four actions per round, compared to the previous bosses you've faced.
Increm up on the first round, and focus some Spirit so you can begin your
assault. Use Deluxe Kits (Or Sacres) at the end of every round so that
you're healthy starting the next round. You'll probably want to focus
on Torpedos as your main offense, since SubCannons tend to miss, and
have a rather random damage against the Gunboat. If you've been levelling
Purple Magic, Crystalum or Crystales works well for the amount of SP
they use.
On the third round, choose "fight agressively, and close in on the enemy."
This lets you use your Harpoon Cannon, which will likely kill the gunboat
in one hit. If not, he'll be close to dead, enough that spells and
normal cannons can destroy him.
------------------------------------------------------
Location: Daccat's Isle
Boss 18: Sinistra and Destra
Recommended HP: 2,200
HP: Both have 4,500
Special Attacks: Sinstra: Explode, Destra: Tundra Blast, Both: Death Waltz
Color: Sinstra: Red, Destra: Purple
EXP: 2,373
MagicEXP: 4
Items: Icyl Seed, Magus Seed
Strategy:
It has been a while since your last boss fight on the ground. You have to
come prepared for this battle, or it can go wrong really easily. This will
be one of the first "challenging" battles in the game, considering each
boss has area attacks that do 500+ damage, and they both have an ability
called "Death Waltz." When both Sinstra and Destra are alive, they can
use this "Death Waltz," and it will usually hit for 1,000 on everyone.
To make matters worse, BOTH Sinistra and Destra can use Death Waltz their
turn, meaning that you can take 2,000 damage a round if you're unlucky.
This, paired with their speed, can be enough to kill you off before you
even have a chance to heal your party.
You must go after one boss or the other first, it doesn't matter which.
You need to kill one of them off to prevent them from using Death Waltz.
Hopefully at this point at least one character has Sacrum and you have
a few Sacrum Crystals in your inventory, otherwise things can get pretty
messy. Since Tundra Blast and Explosion do 500 damage to a large area,
not to mention the Waltz, you're going to be using the spells and items
to be healing every round, or at the very least, every other round.
Ideally, you'll want the spell Rislem on one character at this point,
but if you don't, Risan works if you have it on two characters.
Starting with Sinistra might be a bit easier, because of the Red base.
Change Vyse and Gilder's weapons to Purple and have them either Focus
until you have enough SP for Pirates' Wrath (if you have it) or just
use Cutlass Fury every round. Remember to use Increm (or Incremus, if
you have it and have the SP for it). If you're going after Sinistra
first, use Purple Magic, such as Crystalum or even some of those
Crystales boxes from the beginning of the game. You may want to have
all four characters focus on the first round, that way you'll have a
good deal of SP for the second round.
If you have around 25 (or more) SP on the second round, and have
Pirates' Wrath, use Increm on Vyse, Pirate's Wrath with a Purple weapon
on Sinistra, have Gilder Attack (or Focus) and have Fina either focus
or cure, depending on the enemy's actions the round before. Depending
on your level, one Incremed Pirate's Wrath with the opposing weapon
color should be enough to one hit one of the bosses.
Without Pirates' Wrath, you need to use Cutlass Fury every round while
Gilder attacks. Cutlass Fury should take 1/3 to 1/2 the HP of the boss
each time it is used, so it won't be nearly as fast, but it works. You
really -need- to get rid of one of the two bosses within 2 rounds of
starting the battle, or it gets dirty.
With one boss down, the battle becomes much easier. There's no more
Death Waltz, so the most damage is from Tundra Blast or Explosion. Deal
with the second boss in the same manner that you killed the first, and
hopefully the battle ends before any serious problems occur.
The beginning of this battle is very luck based. If you have nasty enemy
AI, then you'll suffer casualties, making it much more difficult.
NOTE: If you haven't been already, you're going to be doing a lot more
focusing in battles from here on out. Abilities have higher SP costs,
and to do damage quickly you need 20+ SP at all times.
------------------------------------------------------
Location: Grand Fortress Prison
Boss 19: Vigoro
Recommended HP: 1,500
HP: 5,500
Special Attacks: Vigoro's Charm
Color: Red
EXP: 2,101
MagicEXP: 4
Item: Cannon Room Key
Strategy:
Vigoro is very single minded in his actions in this battle. Every round,
he uses "Vigoro's Charm" on Aika, which does a bit of damage and
confuses her. While you can cure the confusion with Curia or a Curia
crystal, there's not really any point, since he'll just do it again.
You're basically stuck with only Vyse and Gilder in this battle, with
Aika free from her confusion every once in a while.
You'll want to avoid straight physical attacks on Vigoro, since he
likes to counter. Instead have Gilder Focus while Vyse uses Cutlass
Fury every round on Vigoro. With a Purple Weapon, an Incremed Cutlass
Fury should take down about 1,500 HP, depending on your level. Don't
bother with Pirates' Wrath, even if you have it, as with only Gilder
focusing, it won't do enough damage to warrant using 21 SP. Besides,
Cutlass Fury works fine in this battle, and a Cutlass Fury every round
will end up doing more damage that a Pirates' Wrath every three rounds.
Since Vigoro will only attack Aika, you only need to worry about the
damage Aika does to you. She probably wont break 300 per hit on your
characters, but just in case, keep your HP around 1,000, as her critical
attacks can do a decent amount, and Vigoro's counterattacks do around 500
damage.
------------------------------------------------------
Location: Grand Fortress
Boss 20: Draklor Tank
Recommended HP: 2,500
HP: 8,000
Special Attacks: Wheel Blast
Color: Red
EXP: 2,014
MagicEXP: 4
Items: 4-5 Rislem Crystals
Strategy:
At low levels, this boss can be extremely difficult. His Wheel Blast can
hit for 1,500 damage to a single character, and if you're unlucky, he'll
do it every round. Someone needs to be on healing duty at all times,
since this much damage can easily take out characters. It would be best
to use Increm on your ladies first, to lower the damage that they take.
If you have it, Incremus will help save time if you're willing to
Focus for the entire first round. Of course, you could also use four
Glyphs of Might, if you have them.
The hardest part about this boss is that Wheel Blast is a frontal area
attack. 1,500+ damage on its own is bad enough, but when it does it
every round to multiple characters, it really starts hurting. Spells
like Rislem and Sacrum really show their worth here, as does the Lunar
Light ability, if you happen to have it. Use Sacrum (or a Sacrum crystal)
every round, and if necessary have two characters cure per round.
Switch to a purple weapon, and like always, have Vyse use Cutlass Fury
or Pirates' Wrath. The latter is preferrable at this point, but if you
don't have it, then use Cutlass Fury every round, having Gilder focus.
Avoid any form of normal physical attack, since the counters will just
end up having you take more damage than you need.
The Draklor Tank has surprisingly low defense, the only good part of
this battle. Normal physical attacks easily break 500, and Pirates'
Wrath can hit 5,000 at higher levels. Having two characters using
Focus every round, one person (probably Aika) using a Sacrum Crystal, and
Vyse attacking with Special Moves is probably the best way to go.
Never underestimate this boss though. If you go all out at the end of
the battle when he's at low HP, you'll likely suffer casualties. Play
defensively on something that can do this much damage to large areas.
------------------------------------------------------
Location: Skies Inside the Gates of Valua
Boss 21: Fortress Gate
My Average level: 33
Recommended HP: 36,000 with the Delphinus
HP: N/A
Special Attacks: Normal Cannons
EXP: 1,408
MagicEXP:0
Items: Gear Grease
Strategy:
You do not have to attack the gate normally to finish this battle, in fact,
you can't. The goal of the battle is to instead use your Special Cannon
(MoonStone Cannon) which is the Delphinus' equivalent of the Harpoon
Cannon. Focus your SP, don't bother attacking as it isn't necessary, and
when you have the 20 SP necessary use your MoonStone Cannon. Increm can
help reduce the damage you take, but it doesn't really matter, the battle
should be over on the second round anyway.
The Fortress attacks you, but it shouldn't be anything to worry about.
At this point, the 8,000 HP from Sacres might be a bit low though, so if for
some reason you don't have Sacrulen, you'll really want to learn it.
You'll still want Deluxe Kits to help with healing though.
The Delphinus will be your ship for the rest of the game, so you better
get used to it quickly. It doesn't have the evasion the Little Jack did,
but it has four times the HP and greater defensive and offensive
capabilities. Also, because it's a different type of ship, it can't
equip the same gear that the Little Jack did.
------------------------------------------------------
At this point, there are tons of optional bosses you can fight. Piastol
Round 2, Alania, Obiso, Gunarm, and the Ixa'ness Demons. You may want
to spend some time levelling up in the Lands of Ice and finding discoveries
with your new ship, too.
Location: Cape Victory
Boss 22: Gregorio Cruiser
Recommended HP: 40,000+ With the Delphinus
HP: 25,000
Special Attacks: Normal Cannons, Fragmentation
EXP: 848
MagicEXP: 0
Items: Speed Wax
Strategy:
This is the first in a series of three continuous battles(think Chameleon and
Grendel), so don’t overuse magic, or forget to heal yourself. Luckily, this
battle is like some of the normal encounter ship battles you've faced. He
has 2 main attacks, a Main Cannon, and the Sun Cannon, Fragmentation.
Normally, the Main Cannons will do 1,500 or so against you, if you are
Incremed. The damage will be much higher on yellow turns. Fragment will
do 500-2,000 depending on the turn color. It can even break 5,000 if it
criticals.
As with all ship battles, cast Increm and keep it up at all times. Use
a Torpedo and have it land on a C! turn, and it should do around 5,000
damage. If you've recruited Tikatika at this point, you may want to use
him. Focus a lot, and usually attack with SubCannons until you can use
your MoonStone Cannon. 25,000 HP isn't a lot to take out, even without
your Special, but you'll probably find it easier this way. Because of the
MoonStone Cannon 100% chance on the second turn of every round. If you
focus often, the battle won't last longer than two or three rounds.
Keep your HP up, as there are still two more battles, each progressively
harder than the last!
------------------------------------------------------
Location: Cape Victory
Boss 23: Gregorio Gunboat
Recommended HP: 40,000+ With the Delphinus
HP: 30,000
Special Attacks: Normal Cannons
EXP: 848
MagicEXP: 0
Items: Crystal ball, Shredder Bomb
Strategy:
This battle will be much the same as the previous, except your enemy has
higher HP and stronger attacks. If necessary, heal at the beginning of
battle. Make sure to use Increm on the first round. Also, be absolutely
sure that you heal yourself completely before you finish this battle, as
the main event starts after this.
The Gunboat plays a lot like the previous battle, with Main Cannons and
the Fragmentation ability. Because you mostly have the advantage through
this battle, however, his attacks are less likely to do critical damage.
This time, you're not given an immediate chance for a MoonStone Cannon,
so Focus and use Secondary Cannons on the second round, making sure you
save your SP. Secondary Cannons should do 5,000 or so each when they
critical, so they'll be enough to wittle the gunboat down after two or
three rounds purely of those. However. . .
On the third round, you're given a choice. Choose "Close in and look for
an opening." Which allows you to use your MoonStone Cannon. Hopefully
you have the 20SP necessary for this, but if not, you'll still have the
advantage. Continue attacking slowly and keep your HP up. Be sure to
be close to full when the battle ends.
------------------------------------------------------
Location: Cape Victory
Boss 24: Gregorio and The Auriga
Recommended HP: 40,000+ With the Delphinus
HP: 50,000
Special Attacks: Normal Cannons, Hull Ram
EXP: 2,573
MagicEXP: 0
Items: Captains Stripe, Armor Deck, 12" Cannon
Strategy:
The real battle begins now. Hopefully at least one character has learned
the Blue Magic Quicka at this point, as it will save you from taking a lot
of damage.
On the first round of this battle, use Increm and Focus, if you really
want to attack, use SubCannons on the C! rounds to spread out your
damage. Your foe tends to defend on three of the four turns this first
round though, so it's something of a waste. The second round he continues
to defend, but you'll probably have enough SP accumulated that you
can use SubCannons without a problem. Your 10"Cannons should hit for
around 3,500 consistently, which will wear Gregorio down.
On the third round, you should note that red square. THIS IS VERY IMPORTANT.
That red square can dictate the turn of battle, and it's a severe pain.
Whenever Gregorio has a Red Turn, he attempts to use his Hull Ram. During
the turn right before this, you'll want to use the Blue spell Quicka.
If you do this, the Auriga will miss. If you fail to do this, you
will be at an extreme disadvantage for the entire next round, with three
yellow blocks and another red block. However, if you DO get the Quicka
off at the right time, you'll have an advantage with the ability to use
two MoonStone Cannons that round (except you can only use one per round,
unfortunately) and an entire green round for you!
If you happen to miss the Quicka on the first round, defend the entire next
round, as Gregorio will start his all out assault at this point. Go all
out if you do it right though! Every time you see a Red Square, use Quicka
on the block right before to have Hull Ram miss and have an advantage on
the next round. That is the only way to make this battle easy.
------------------------------------------------------
Location: The Dark Rift
Boss 25: Anguila
Recommended HP: 44,000+ With the Delphinus
HP: 55,000
Special Attacks: Poison Spray, Deadly Bite
EXP: 2,780
MagicEXP: 0
Items: Concussion Bomb, Heavy Torpedo, Timing Valve
Strategy:
During the first few rounds of battle, or until you do a certain amount of
damage, the Anguila will hide inside a Vortex, making it hard to damage
him. Spend the first few rounds pummling him with Magic from Fina, focusing,
casting Increm, and perhaps a Torpedo. Magic and Torpedos are probably the
only things you'll get to hit him, since every other of his turns he hides
in the vortex. Be sure you start the second the second round with enough SP
to do MoonStone Cannon.
Anguila's Bite attack does around 3,000 damage. Poison Spray, which he does
on the red turn, isn't that bad either, 3,600 undefended against. There's
really no need to play defensively in this battle when it will take the
boss around 8 turns to effectly damage you. He seems to attack on the second
and fourth turns, spending the rest of his time assessing his damage in the
vortex.
At the beginning of the second round, you're given the options to:
"Stay put and keep shooting."
"Pull back a little."
Pick the first option, stay put, for the advantage on the next round
and the ability to use the MoonStone Cannon. The MoonStone Cannon should do
around 25,000 damage, which will leave the monster in critical.
At the end of the round with the MoonStone Cannon, Anguila will leave the
safety of the vortex and start flying around like a normal ship battle.
This is your chance to strike. This round and the entire next round are
filled with C! turns completely and it shouldn't take more than a few
more turns with any attacks you want (likely a mix of secondary cannons,
torpedos and main cannons) to take him down quickly. Your attacks will do
3,000 or 4,000 every time, so two rounds should easily do it unless you
just spend time sitting there Focusing with all four characters.
A rather anti-climatic end to a great area.
------------------------------------------------------
Location: Skies above Yafutoma
Boss 26: Tenkou SpellShip
Recommended HP: 46,000+ With the Delphinus
HP: 25,000
Special Attacks: Normal Cannons, Wevles, Crystali, sacri
EXP: 478
MagicEXP: 0
Items: Crystal Bomb, Pyro Bomb
Strategy:
Hot on the heels of the last boss battle, this one comes unexpectedly
during your trip around Yafutoma. The Tenkou ship is very small and
evasion, much like the Little Jack. And like the Little Jack, it has the
advantage of flying up, down, around and over the larger and slower ships
like your Delphinus. Your normal Cannons and Secondary Cannons probably
won't hit him well. Also like you'd probably expect from it's size, the
ship is very fast and will likely get attacks off before you. Remember
to keep the spells Quicka and Increm up at all times.
While it may be a bit late by the time you've started the battle (it is
rather unexpected) having Tikatika in your active crew can help raise the
hit rate of your Torpedos, making this battle much faster and easier.
Torpedos don't have much problem hitting and can do around 5,000 damage.
As the name implies, the Tenkou Spellship will use mostly spells. He has a
very nasty Wevles that does around 4,500. While he's strong that way, his
main and secondary cannons are as strong as yours, and together they can
easily break 8,000 damage per round, even with Increm. Be sure to stay
over 20,000 HP at the beginning of every round, as your HP can go down
startingly fast. he also uses other magic, such as Crystali, that does
around 3,000 damage.
If you can hit the SpellShip with Torpedos on the first round, you'll have
a nice advantage on the second. Make sure to keep hitting him with those
Torpedos and the advantage will stay yours. The battle may take a
surprisingly long time because you'll end up losing a lot of your attacks
dur to height, but the ship will go down quickly even if you're just
attacking it with Torpedos. Try Secondary Cannons to help speed up the
process a bit, but expect one or two of them to miss. Be careful with
expensive spells and Cannons, as a miss with those is just a waste of SP.
The most annoying part of the battle is when the SpellShip is close to
defeat. Then he begins curing himself with Sacri for 4,000. Sure, 4,000
isn't a lot, but with how often you miss it can lengthen the battle a
round if you're unlucky.
For such a low HP boss, this one can take a while if you're unlucky.
------------------------------------------------------
Location: The Delphinus, The Skies above Yafutoma
Boss 27: Jao and Mao
Recommended HP: 2,600
HP: 2,700 Each
Special Attacks: Joa: Irnagun, Moa: Tatimorutto
Color: Both: Blue
EXP: 1,490
MagicEXP: 3
Item: Moonberry
Strategy:
As you'll likely expect, Jao and Mao rely mostly on strong physical attacks
that can do more than 1,200 when unguarded against. If targeted against the
same person, it's quite possible that they'll die. There are two ways
to remedy this.
Every round of this battle you defend yourself with either Vyse or Enrique.
Vyse will make you completely immune to the physical attacks with his Skull
Shield, but as you may expect, the battle will take quite some time with
your main attacker playing on defense. Enrique will speed the battle up if
you just use his Justice Shield every round, but you still will take
half of the damage from the physical attacks each round this way. Piled
with Increm or Incremus you can easily lower that into acceptable and
survivable range while still attacking with Vyse. The choice is, really,
yours and how you want to fight the battle. Of course, if you're strong,
you don't need to play defensively at all but you can still expect to take
some damage from the two.
Note that even with Skull Shield, you can't negate the damage from the
epcial skills of the twins, so while you'll take more damage with Justice
Shield, you'll also be safer and more prepared for the spikes of damage that
the two can cause.
Once Incremus is on and you have a strong defense start attacking. Use
Purple Magic on one of them at a time, and then depending on who is
defending the party, use Cutlass Fury, or Enrique's own The Judgement.
Purple magic should be able to break 500. Because of their low HP, there's
no need for Pirates' Wrath, and even Enrique should be able to kill one
twin in a single attack with The Judgement. Also, if you're using Skull
Shield, the damage from your counters should pile up on them rather quickly.
This battle is fast. Either you'll die, or they'll die. Their low HP means
that you'll damage them with one basic Super Move and leave the rest
to the physical attacks to clean up.
------------------------------------------------------
Location: Mt. Kazai Lake
Boss 28: Tortigar
Recommended HP: 2,500
HP: 10,000
Special Attacks: Ice Storm, Steelskin, Sacrulen
Color: Blue
EXP: 3,875
MagicEXP: 6
Items: Moonlight Robe
Strategy:
This boss can be terribly annoying, and very long, if you attempt to fight
him the "real" way. The normal way (buff up, Store FP, use Super Moves like
Pirates' Wrath and The Judgment for damage) or you can do it the "easy"
way.
To fight the battle the "easy" way, you need to use a special skill that you
only get when you're at maximum SP, that is, Prophecy. To get maximum Spirit,
either Focus with all of your characters for a few rounds or use the item
"Aura of Valor." Auras are pretty rare and you'll likely want to save them
for harder fights later on, so may just want to Focus it to maximum, no
matter the number that happens to be. At maximum, a new command is unlocked
that lets you use all of your SP for an "ultimate attack" that will either
kill off the boss or wound him badly enough that taking down the rest of his
health won't be a problem.
To do the battle the "normal" way, you're in for the long run, so sit back.
Every round the very beginning of a round the Tortigar uses "Steelskin,"
a special ability that makes him completely immune to physical attacks. You
can tell when it's in effect because he shines silver. While it's fortunate
that this takes up his turn and it doesn't do any damage to you, it also
means that you're stuck with either doing damage the hard way (magic)
or by trying your luck with an attack every single round and hoping that
the Tortigar will choose to attack you rather than defend itself. That's
a pretty big gamble.
To fight this battle, have everyone focus the first round, and on the second
cast Incremus and Quicka, while the other two characters focus. For every
round after this, have three characters Focus and have Vyse use Pirates' Wrath.
If you don't get 21 SP a round with three people focusing and the SP per round,
you're probably very low levelled.Make sure to keep Incremus and Quicka up,
though. Buffing will probably take out a round or two of your offense, but
it's necessary.
So okay, you get a Pirates' Wrath off. This is when things get bad. If you
"just" use one attack a round, the Tortigar will counter with the Green Magic
spell Sacrulen, which will completely heal every bit of damage that you just
did to the boss. Fortunately, he doesn't do this all the time, but still,
what a blow to your ego. Right after you figure out how to damage him, too.
The remedy? You need to store SP for "one round" of all out attacks with
full buffs (that is, Increm and Quicka). Increm to strengthen your attacks
and Quicka so that you attack before the boss can get his Steelskin off.
Again, it's a gamble if he "will" or "won't" cast Sacrulen, and it's
quite possible to beat him without storing this much SP for everyone to
attack at once. Pirates' Wrath and Judgement, along with either strong
spells from Aika and Fina, or an Omega Psyclone should easily be enough
to take down his 10,000 HP.
Whenever the Torgtigar isn't playing defensively, he'll counter with his
Icestorm ability, which will do around 500 damage to everyone, which isn't
terrible compared to what you've had before on bosses.
The only tips I can give if you plan to fight the "real" way is to always
keep Quicka up, or there's absolutely no way you're going to be able to
get your actions off before the boss gets Steelskin up.
------------------------------------------------------
Location: On the Delphinus
Boss 29: Muraji, 3 Soldiers
Recommended HP: 2,000
HP: Muraji: 3,300, Soldiers: 800
Special Attacks: Muraji: Spells, Soldiers: Wind Slash
Color: Blue for all
EXP: 1,377
MagicEXP: 6
Items: 4 Magic Dews
Strategy:
Muraji doesn't fight alone, he comes with some soldiers that he buffs up
with the Increm and then Quicka spells. After that he starts to cast
spells on you, so to prevent damage use Delta Shield. On his own,
Muraji is weak, but he is backed up by some friends. It shouldn't take
more than a single Cutlass Fury and a few normal physical attacks to get
rid of Muraji.
The Soldiers in this battle may be particularly annoying, as they like
to use Counterstance. Like you've seen with the Valuans, and even Vyse's
own Super Move, this halves their damage like a Defend command, but gives
them a 100% chance to counter. Try to attack before the Soldiers get a turn
each round by using Quicka to increase your speed. Instead of attacking the
Soldiers directly, use area attacks, like Omega Psyclone and strong Red
spells to take them all down at once. The Soldiers can be rather dangerous
with their line-attack Wind Slash, but you've been fighting them inside
the Delphinus this entire time, so you should be a bit prepared on how
much damage they're going to do to you.
Buff Vyse up with Increm on the very first round and have everyone else
Focus for Spirit. You may want to have Fina use Lunar Winds to dispel
Muraji's Increm, which will lower the damage that you do to him by 25%.
Quicka can be a problem too, but again, nothing more than a quick Lunar
Winds to take care of that.
------------------------------------------------------
Location: Skies Above Yafutoma
Boss 30: Vigoro and The Draco
Recommended HP: 42,000+ With the Delphinus
HP: 45,000
Special Attacks: Draco Cannon, Main Cannons
EXP: 3,246
MagicEXP: 0
Items: Captains Stripe
Strategy:
This is just a brawl. There's no strategy, it's just whoever can shoot
the other down fastest. As Draco words it in a not-so-subtle way, it's
a battle of who's "gun" is bigger.
Hopefully you upgraded your Cannons and Torpedos while in Yafutoma, as
you're going to need the extra damage. Truthfully though, you just need
to survive. Every other turn you can use the MoonStone cannon, so as long
as you have the SP for that, you won't need to attack much at all.
Anything else you do is more to finish the battle off faster. And by
turn, I mean "twice per round," not "you can only use it every two rounds."
No matter what you do, this battle will end quickly.
The Draco, as you'd expect, is quite a bit stronger than you. His Draco
Cannon does around 5,000 to 7,000 damage, and without Increm, it will
do around 10,000. He uses this every time you can use your MoonStone
Cannon, so whenever you don't have the SP for it, just Defend and spend
the other turns focusing SP.
Keep Increm up at all times, Quicka isn't really necessary, the battle is
very straightforward. Just Focus SP, use your MoonStone Cannon every
single round after the first, and defend on the red turns when you're not
attacking. The damage on you can pile up quickly, however, so throw
yourself a Sacrulen when you hit 25,000 HP.
Two or three Moonstone Cannons, that is three or four rounds, should
easily finish the battle for you unless Draco defends your attack. Try to
finish the battle around full health, as there's another fight coming
up right after this.
------------------------------------------------------
Location: Skies Around Mount. Kazai
Boss 31: Bluheim
Recommended HP: 42,000+ With the Delphinus
HP: 100,000
Special Attacks: Phoenix Ray, Blue Lightning, Blue Winds
EXP: 4,286
MagicEXP: 6
Items: Captains Stripe
Strategy:
Before really sitting down to fight this battle, take a good look at
Bluheim's HP. Yes, that is 100,000. As you'd expect, you're going to be
heavily relying on your MoonStone Cannon for damage, but this battle will
take a -long- time. Expect most Ship battles from here on out to have this
much HP, or more.
While Blueheim has a ton of HP, he is surprisingly less dangerous than
Vigoro and the Draco. Like the Tenkou Spellship at the beginning of the
Yafutoma section, Bluheim flies around and is quite hard to hit with
your cannons. Use Torpedos with Tikatika in your active crew to help
speed things up. Try to conserve SP at least a bit to make sure you
have some for a MoonStone Cannon shot when it's available, if you'll
take the risk.
Bluheim's main attacks are Phoenix Ray, Blue Lightning, and Blue Winds.
Phoenix Ray does around 4,000 to 5,000 damage and is his main offense.
Blue Lightning is a bit weaker and usually does around 3,000 damage
His last attack is "Blue Winds" which does around 3,000 damage as well,
but Bluheim won't do this until after a few rounds of battle. Blue
Winds also has the negative side effect of throwing you off course,
which will put you at a heavy disadvantage on the next round.
That's not a large amount on its own, but Bluheim can attack all four
turns per round, so the damage can pile up quickly to around 20,000
a round. How often he attacks per round really defends on how
defensively he plays the round before. If you have a heavy advantage
in the round before and Bluheim does a lot of defensive maneuvers, he's
going to attack heavily the next round. He usually does this after he
counters with a Blue Wind.
On the third round you can use your MoonStone Cannon, but that's what
Bluheim wants. He'll "throw you off course" at the end of the round with
the first use of Blue Winds, putting you at a disadvantage during the next
round. It's your choice whether or not to pursue the spike damage here,
but in my case I take the offense and risk the Blue Winds. With how
bad it can be to damage Bluheim, you need the fast damage that the
MoonStone Cannon can deal.
In defense of not using it, however you're at a strong tactical advantage
on the next round and you can go all out, likely damaging the Gigas quite
well. On a good C! turn with a strong Torpedo hit and spell you can
easily break 15,000 damage.
After the first Blue Winds, you just have to watch the round bar. Just use a
At about should be around the fifth round of battle, you'll be given the
MoonStone Cannon option, and at this point it's safe. The next round
will give you two times to use it, and this is not safe, as he will counter
with Blue Winds, setting you at the disadvantage once again. As with the
last choice, you choose a spike of damage with a MoonStone with a bad
disadvantage afterwards, or slower damage without the disadvantage.
One last note: Bluheim is smart. While all these MoonStone Cannon shots are
nice, he will actually start defending against them! You'll likely want to
rely on Torpedos quite a bit for the last portion of his HP.
------------------------------------------------------
Location: Glacia
Boss 32: Velteran
Recommended HP: 3,000
HP: 12,000
Special Attacks: Avaluancher, Death Laser
Color: Purple
EXP: 3,357
MagicEXP: 6
Items: Crystalen Box
Strategy:
For a non-story boss, Veltran is surprisingly powerful. He has three main
attacks: Avalauncher, his normal attack, and "Death Laser." As the name of
the last skill implies, it has a very high chance of instantly killing a
single character. Hopefully you have Riselem at this point, since the
damage from Avalauncher will just kill the revived character off again.
Avalauncher is an area and line attack on the target (think Blue and
Yellow spells). And, while you can't control your character's movement,
it is possible for only one character to be hit at a time.
Keep Increm up on Vyse as much as you can, but with the amount of
instant kills it's difficult to keep it on everyone. Don't bother with
Incremus, just keep it on Vyse. Change Vyse's weapon to red before you
start attacking Veltran. A strong Pirates Wrath will do over 6,000 damage
this way, so keep a character or two focusing every round when no one's
dead. Fina with Pyrulen can do over 1,000 damage as well. Cutlass Fury will
do around 2,000.
The problems start happening when more than one character dies to Death
Laser. Keep everyone revived and over 2,000 HP if you can. Fina's Lunar
Light shines here. This battle is only hard if you have been neglecting to
level your Silver magic and no one has the Riselem spell. if you're having
trouble surviving Avalauncher, equip characters with accessories that lower
Purple Magic damage.
------------------------------------------------------
Location: Maw of Tartas
Boss 33: Yeligar
Recommended HP: 40,000+ with the Delphinus
HP: 150,000
Special Attacks: Photon Charge, Voltigar
Color: Yellow
EXP: 4,763
MagicEXP: 0
Items: Captains Stripe, Thunder Cutlass
This battle will remind you quite a bit of the Bluheim fight. Not only
does Yeligar have extremely high HP, but like Bluheim before him, he likes
to avoid your attacks. While he doesn't do it by flying away, he does it
because he has the natural advantage of being flat. You'll likely want
to stick with Torpedos and a Secondary Cannon every once in a while with
this problem. Even the secondary cannons will miss because of the large
area that vyse is flying around.
With damage slow due to the misses and limited to Torpedos, you'll have to,
surprisesurprise, rely on the MoonStone Cannon. Keep your attacks limited,
Don't just "not attack" because you find yourself missing. Just expect
the battle to be long with so little damage. Torpedos will normally hit for
5,000 to 7,000 damage, but a crit on a C! turn with an Archwale
Torpedo can do over 14,000 damage. When your attacks actually -hit-
they'll do a good deal of damage, but that is, of course, the problem.
Yeligar's main attacks are Photon Charge and Voltigar. Voltigar is slightly
more powerful, but they both do around 2,000-3,000 damage. Not too much,
especially compared to Delphinus' 40,000+ HP. With Increm it does even less,
making Increm, but you'll likely be keeping Increm up so you can maximize
your damage rather than to decrease the damage Yeligar does to you.
At the beginning of the third round, you're given the option to attack
from above and below. Both options give rather positive effects,
one giving an entire green round, while the other giving two C!s, but
putting you at a slight disadvantage on one turn.
By attacking from below you'll get two C! turns.
By attacking from above you'll have a full round of advantage.
Both options work, though I usually attack from below.
After the third round is complete, you're given a 100% chance to
use the MoonStone Cannon on the fourth round. Pile everything onto
this Red Round. Like the Red Gigas, Recumen, Yeligar will focus his
attacks at one turn and can be thrown off if you damage him right before
the attack goes off. Whenever you see a Red turn, you want to attack
with everything you have, again like Recumen. The moonStone Cannon not
only knocks off more than 40,000 HP, but it knocks Yeligar from his attack
and gives you a direct advantage for the start of the fifth round.
Use the MoonStone Cannon at the start of the next round as well, since
if you knock Yeligar off balance, you'll get the chance to use it
immediately. Attack, but save some SP for the next round as well,
since two MoonStone Cannons in a row will eat quite a bit of SP.
On the next round, you're given another choice between "Pursue and attack"
and "Stay back and see what Yaligar does." Choose to stay back and see
what Yeligar does and you'll get the third turn in a row with a
MoonStone Cannon shot. If he's not dead after the 120,000 damage
spike in the past three rounds, he will be on the next round, where
you'll have (yet) another chance to abuse your Cannon on a red turn
to knock Yeligar off balance.
------------------------------------------------------
Location: Deep Sky
Boss 34: Raja
Recommended HP: 50,000+ with the Delphinus
HP: 15,000
Special Attacks: Luminesce (500-3,000)
EXP: 658
MagicEXP: 0
Items: Deluxe Kit, Crystal Ball
Raja is a rather optional boss that you fight when you pick the wrong
area in Deep Sky. It only has 15,000 HP, but the first thing you'll notice
is that you have absolutely no idea how the turn order will be. It's a
bit disorienting at first. Also, because of the utter darkness it's
difficult to see what you're hitting, so you may miss. Don't bother
defending or trying to get an advantage - it isn't going to happen.
Try Crystales for some nice damage, too.
The boss doesn't actually do a lot of damage to you, and you'll likely kill
it on the first round anyway.
------------------------------------------------------
Location: Deep Sky
Boss 35: DeLoco and The Chameleon, Parts 3 and 4
Recommended HP: 50,000+ with the Delphinus
HP: 30,000 the first time, 30,000 the second
Special Attacks: DeLoco Cannon, DeLoco Torpedo, Drilnos
EXP: 3,988
MagicEXP: 0
Items: Captain's Stripe, Twin Turbo, Magic Shell
As you'd expect with some of the foreshadow in Dangral, our old friend
DeLoco is back, this time in Deep Sky. If you fought the Raja, you'll
understand your innate disadvantage while in this battle. You have
absolutely no way to tell turn advantages in this battle, so you
just have to attack and hope it works, pretty much. this battle will
end up as a lot of missing on both your part and on the part of DeLoco,
since neither of you can really see the other to shoot at in the Deep
Sky.
Start off with an Increm and a few sub cannons on the first round. I
suggest not really using Main cannons and Torpedos, since you can't see
the C! rounds where you'd normally use them to deal damage.
DeLoco can hit surprisingly hard - when he hits. Hit Torpedos can do
upwards 8,000 damage and his Cannons around 2,000. However, like you,
he is suffering accuracy problems and will miss a majority of the time.
DeLoco's defense hasn't gone up considerably since your last battle,
either. SubCannons will do around 10,000 when they hit him (easier said
than done) and Torpedoes around 8,000. He'll fall quickly - when you
can hit him. It's really a battle of patience.
====
When The Chameleon hits around 10% HP, the battle ends and Round IV begins.
Unlike the previous battle, the accuracy problems are gone. You're attached,
quite literally, to one another so you know exactly where to shoot. However,
you still will have no idea of when you have the disadvantage, so proceed
with caution, keep your HP over 30,000, and use Increm.
DeLoco's cannons can break the 6,500 mark, and paired with his Torpedoes,
that can be upwards 15,000 a round. of course, at other times he will only
hit for 2,000 or so, but you have absolutely no way of telling how the
rounds go.
After a first round of Increm and Focusing, start with a SubCannon assault.
Your SubCannons will do 10,000 damage on a good turn, so you'll likely want
to spend your SP on them rather than main cannons. This is really a rather
straightforward battle during the second portion, since you can actually
hit this time, and DeLoco's defense hasn't increased.
Lastly, if DeLoco uses Driln, recast Increm to cancel the status, as Driln
hurts very badly.
------------------------------------------------------
Location: The Skies around Sailor's Island
Boss 36: Baltor and The Blackbeard 2
Recommended HP: 50,000+ with the Delphinus
HP: 15,000
Special Attacks: Vega Cannon (Sub Cannon), Vega Cannon Plus (Main)
EXP: 1,381
MagicEXP: 0
Items: Timing Valve, Spherical Figure, Hybrid Wax
Hot on the heels of DeLoco comes our old, old, old friend Baltor. If you
don't remember him, don't worry, he wasn't incredibly important. He was
the Pirate that you crushed while escorting the Nasr merchant in order to
get your Valuan passport.
While Baltor has very low HP and defense, his Vega Cannons can hit
surprisingly hard. If they critical, they can do around 8,000, but
normally you'll see hits that are around 3,000 damage. Nothing that keeping
your HP over 25,000 won't cover.
His low defense will make it likely that your SubCannons do around 10,000
damage alone. With that, you'll probably kill him in two rounds, but if
for some reason he isn't dead by the third, you'll be given an option,
and can use the MoonStone Cannon on the third round.
------------------------------------------------------
A small note: For those of you who want to beat Ramirez between the previous
battle and this - No, it's not happening. While it is possible to survive
his Silver Eclipse that he does around 80% of the time, every time you
damage him his HP goes back up to maximum at the end of a round, meaning
he's not meant to be beaten.
Location: Dangral Island, Return
Boss 37: Vigoro 2
Recommended HP: 3,500
HP: 14,000
Special Attacks: Random Fire
Color: Red
EXP: 4,658
MagicEXP: 8
Items: Paranta Seed
Unlike the last battle with Vigoro, he doesn't spend every round trying to
charm Aika, instead Vigoro actually attacks. As you'd expect, he does
mostly physical damage, but you have no Enrique and Justice Shield to help
defend against it.
On the first round, have Vyse use Cutlass Fury with a Purple or Blue weapon.
Have Fina, Aika, and Gilder focus for SP, and on the second round use the
spell Incremus to lower the damage you'll receive from Vigoro's attacks.
Vigoro's Random Fire does around 1,800-2,000 damage to a small area, like
a low level Blue magic spell. Keep everyone above 3,000 HP at all times
and have someone curing with a Sacrum Crystal or two every round. Save your
SP for attacking and heal with crystals.
It's likely that Vigoro will use Random Fire over and over again, so you're
going to be taking damage very quickly. If you're low levelled, it's
likely that your low HP characters (Fina and possibly Aika) will die before
the Sacrum crystals go off. Hopefully you have Lunar Light, as that will
be a nice instant refresh for your party. To avoid casualties make sure
that you heal every round, sometimes with multiple people. Vigoro is
strong, but he is very predictable. He'll remain using Random Fire
over and over.
If anyone dies, make sure you use Riselem over Risan, as the next round
they're just going to be killed again by the Area effect and it was a waste
of a turn on the previous round. If multiple characters are weakened and
at least on is dead, Lunar Light is a better choice.
If you've been fighting optional bosses, Vigoro will be very easy, but if
you haven't you will need to take extra precautions with healing. This
is a straightforward fight of brute strength, much like you'd expect from
Vigoro. Switch on and off between Cutlass Fury and Pirates' Wrath, the Furies
weakening Vigoro, while the Wrath acts as a spike to quicken the battle up.
Finally, like most boss battles near the end of the game, you'll want to
avoid attacking physically, as it does more harm than good.
------------------------------------------------------
Location: Dangral, Below Clouds
Boss 38: Eliminator
Recommended HP: 3,500
HP: 20,500
Special Attacks: Target Search, Blaster, Laser Blast
Color: Silver
EXP: 4,658
MagicEXP: 8
Items: Moonberry
This boss should look rather familiar, and he even acts somewhat similar
to his weakened form. Like Vigoro, he has a nasty area attack that does
around 1,500 damage called Blaster, but fortunately, his attack range
is a line, so it won't hit the amount of people that Vigoro did.
Fortunately, he switches between attacking and Target Search, so you
will have a round of recovery after each attack. His last move is
called Laser Blast. It does minimal damage (less than 500) but causes
the petrification ability. Hopefully you have a few Curia crystals to
get rid of this status, if not the spell is low enough SP that it
shouldn't hurt you too badly. Remember, if all four characters get
petrified, the game is over.
Finally, his normal physical attacks do around 600 to 700 damage.
The Eliminator starts off with Target Search, which won't do anything.
This is your sign that he's about to hit you hard. Spend the first round
focusing with everyone, as you won't be taking any damage at all. Use
Incremus on the second round, then start your attack. Change Vyse's
weapon to Yellow and use Cutlass Fury the first few rounds. Cutlass
Fury should do around 2,500 damage. Avoid magic, even if you're
strong, as Electrulen probably won't break 1,000 damage.
After the second round you'll hopefully have enough SP for Pirates'
Wrath. Alternate Cutlass Fury and Pirates' Wrath every other turn
or every two turns for damage. Hopefully you'll have two people using
Focus to help with the SP consumption, while the third acts as a healer.
This boss is quite a bit easier than Vigoro, damage-wise, just don't
attack him physically. His counters are brutal. Keep your HP around
2,500 for everyone.
------------------------------------------------------
Location: The Skies outside Soltis
Boss 39: Valuan Mage Ship
Recommended HP: 50,000+ with the Delphinus
HP: 15,000
Special Attacks: Normal and Magic Cannons
EXP: 278
MagicEXP: 0
Items: Frost Bomb, Thunder Bomb
The first battle is easy and not meant as a true threat. However,
as easy as the first few fights are, they're just a warm up for the real
thing, so keep your HP up.
Use Increm on the first turn of the first round and then use Secodnary
Cannons to damage the boss. If you have Wevl Cannons equipped you
can do around 15,000 damage, but two normal Secondary Cannons
will do around 10,000 each (for 20,000 in the very first round).
The ship can't even damage you. You'll probably take elss than 100
damage from everything except for the Main Cannon, which can break 2,000.
If the "boss" is still alive after the first round, and you hit him
hard enough on the first, you can use the MoonStone Cannon to kill him
on the second.
------------------------------------------------------
Location: The Skies outside Soltis
Boss 40: Galcian's Elite
Recommended HP: 50,000+ with the Delphinus
HP: 50,000
Special Attacks: Serpent Cannons, Rapid Cannon
EXP: 1,446
MagicEXP: 0
Items: Complete Kit, Crystil Cannon, Double Shaft
The second battle isn't as easy. We're up to 50,000 HP this time
and this one can actually do some damage to you. Oddly enough, you
may find that this boss misses quite often. Otherwise, his Serpent
Cannons, which he uses all the time, do around 2,500 damage. His
Rapid Cannon is quite a bit nastier and does around 5,000 damage.
On a good turn for him, you can take around 10,000 damage.
Still, he lacks an effective defense. A good Torpedo or Main Cannon
on a C! will easily break 10,000 damage, and for the first two rounds of this
battle you have quite an advantage. I suggest on the first round using
Increm and then a Torpedo that lands on the C! at the end of the first
round. One the second, start with Secondary Cannons - Keep focusing. Each 5'
Cannon hit should do around 10,000 damage, and if you stack two sets
of Secondary Cannons you can probably take off at lest 4/5 of his life
before the round ends.
At the end of the second round, you're given an option.
Choose "Stay Put, we shouldn't just rush in."
This gives you the ability to use the MoonStone Cannon. If the ship
wasn't dead before, it certainly will be now. Make sure you heal with
a nice bif Sacrulen before finishing the boss off though, as you'll
want to start the last battle at full HP.
------------------------------------------------------
Location: The Skies outside Soltis
Boss 41: The Hydra
Recommended HP: 50,000+ with the Delphinus
HP: 200,000
Special Attacks: Hydra SubCannon, Hydra Ray, Hydra Launcher, Hydra
Cannon
EXP: 6,943
MagicEXP: 0
Items: Captain's Stripe, Moon Cannon, Moon Torpedo
Time for the main event. As with the Bluheim battle, you can expect
this to take a -long- time. 200,000 HP isn't easy to take down, and for
the first time a while, you'll finally meet a ship that can actually
tear you apart if you aren't careful. The Hydra's SubCannons do
around 4,500 damage and the other cannons do about the same. His
Hydra Launchers easily break 10,000 damage. He also has an ultimate
"Hydra Cannon" attack that break 20,000 damage, but he won't use
this until his hull falls off.
As you'll notice at the very start, you're at an extreme disadvantage
throughout the battle. Yellow turns mean more damage to you, so expect
to be eating quite a bit. At the end of each round you'll likely want to
use Sacrulen or have someone use a Complete or Deluxe Kit to save SP.
Increm is an absolute must.
Also, as you'll likely notice, you can use the MoonStone Cannon at the
beginning of the first two rounds. You'll want to do just that,
use Increm and focus your SP on the first round, while on the second
use your MoonStone Cannon to deal about 30,000 damage. Unfortunately,
with most MoonStone Cannon shots, the Hydra will defend, so you'll
never get full damage. You need to use Main and SubCannons to
effectively damage the Hydra over time - spikes won't work.
On the third round you'll notice two red turns. On each turn, the Hydra
will use the Hydra Launcher, which will do around 13,000 damage! You
will want to try to defend against them, if possible.
On the fourth round you're given the options:
"Attack the upper part of the enemy vessel."
"Attack the enemy's hull."
Like with Yeligar, there's no "right" answer to pick. One gives you a
fairly neutral advantage and disadvantage in yellow blocks through the
turn while the other gives you two advantages and a red turn at the
end of the round.
I tend to attack the upper part, as if you do this you'll get the
yellow turn set. While you still get a single C!, you won't take
the increased damage on the red turn. I just use this round to pummel
him with two sets of SubCannons and hopefully do a good deal of damage.
Just remember to heal yourself at the end of whichever option you pick.
On the fifth round you can use the MoonStone Cannon again for another
small spike of damage.
At this point the battle gets dangerous. The hull falls away and Galcian
takes out his Cannon. Like the Gigas, and many other ship battles before
it, you can stun his Cannon if you do enough damage before he gets the
attack off. However, on that red turn you should absolutely defend to
reduce the damage that you take. During this round, with the Hydra and
SubCannon damage you can easily take 30,000 damage.
The rest of the battle is pretty much the same from here on out.
Defend on red turns to that you don't eat a fully powered Hydra
Cannon, keep Increm up (you may want to use Incremus, it lasts four
rounds instead of two), and keep your HP well above 30,000. Remember
that the Hydra plays a very defensive game as well, so SubCannons work
better as damage over time instead of the spikes that Main Cannons
and Torpedos are better used for.
On the seventh round, you're given the option, once again, to attack
the enemy Hull or upper portion. No matter which option you choose,
you get to use the MoonStone Cannon this round. Attacking the enemy
hull gives you a slight advantage during the round, but your MoonStone
Cannon will be during a red turn and you'll take more damage. It's your
choice if the slight advantage is worth taking damage and the loss of
damage that you get during a red disadvantage.
At the very least, if you attack the hull and eat a Hydra cannon, you'll
get an undefended MoonStone Cannon that hits for the full 40,000 damage.
There's no fast way to win this battle, you have to deal with slow damage
over time and keeping yourself alive. Play defensively with lots of
Defends on red turns. Finally, use SubCannons over main and Torpedoes,
they'll end up doing more over time while allowing you to Focus and heal.
The rest of the battle is all about choosing if you want to attack the hull
or the top, and what you choose should reflect how you think the Hydra
will attack. If your MoonStone Cannon attacks on a red turn, you'll take
full damage, but you'll also get an undefended shot in, which is rather
rare.
On a last note, you're more likely to lose your cannon shots if you attack
the top of the Hydra, but they're also more likely to miss you, too.
Take that into consideration while choosing how to damage the boss.
------------------------------------------------------
Location: The Hydra
Boss 42: [Spoiler Boss 1]
Recommended HP: 4,000
HP: 21,500
Special Attacks: Terminal, Neglora, Eternes, Eternum
Color: Yellow
EXP: 7,471
MagicEXP: 8
Items: Valuan Medallion
This boss puts up quite the fight. He has instant death attacks and a
special move that lets him do around 3,500 damage. He's easily one of
the hardest required bosses so far.
Terminal is extremely rough, and while it looks nice, is the move
that can break 3,500 damage. Hopefully at least one character has
Sacrulen at this point, if not you'll have two people healing every round.
You can also buy Sacrulen crystals from Illychmis once you've upgraded
his shop.
Finally, the boss can use Neglora, which is an attack all ability
much like Lunar Winds. It does minimal damage but it will dispel
your positive statuses, such as Increm. Remember to recast Increm
if he uses this ability.
First off, this boss uses Eternes. While you could defend against it
with Delta Shield, if you're using Gilder there's an easier way. Have
him use Aura of Denial every round. That will make you immune to the
death effect of Eternes. If Gilder dies, then you'll want to switch
to Delta Shielf for a round, but he will be the one protecting you
from the Etern-type spells that this boss likes to use over and over.
Spend the first round focusing with all three characters who are not
using defensive moves. On the second round, cure whoever was hit until
they're at full HP and then use Incremus. Everyone needs it in this
battle. If you don't have Incremus, cast Increm on Fina and Vyse. Vyse
needs the attack boost and Fina the defensive. Continue focusing
with at least one character (hopefully) a round. Switch between
Cutlass Fury and Pirates' Wrath when you have the SP, and try to
keep your healing with mostly crystals to save yourself the SP
cost. When you attack, make sure to change Vyse's weapon to Silver so
you can do a bit of extra damage.
If you can protect yourself from dying to the Eternes with either
Delta Shield or Aura of Denial, the battle becomes a bit predictable.
If you're at a low level, expect this boss to kill a character or two
with Terminal. Be sure to revive them with Riselem or a Riselem crystal.
If one character is dead and another is weak, you may prefer to use Fina's
Lunar Light.
In short, yout turn order will look like this:
Vyse : Focus, Incremus and then Pirates' Wrath or Cutlass Fury
Aika: Focus and healing.
Fina: Focus and healing.
Gilder: Aura of Denial every single round.
Treat this boss like he's dangerous - as he is. If you just fight
him without any form of defense, you're going to suffer countless
deaths, but it is possible to win.
------------------------------------------------------
Location: The skies outside of Shrine island
Boss 43: Gadianos
Recommended HP: 50,000+ with the Delphinus
HP: 15,000
Special Attacks: Jedos Ray, Jeda Beam
EXP: 1,531
MagicEXP: 0
Items: Complete Kit, Sparkling Deck, Moon Gun
This boss needs to be taken down fast, or he'll run away and you'll never
see him again. His attacks do around 5,000 to 7,000 damage. His other attack,
Jeda Beam, is quite a bit weaker, but he attacks four times per round and it
can pile up quickly to around 17,000 a round.
Use Increm on the first turn and focus a Torpedo and Main Cannon
on the final C! turn of this round. If both hit, they'll do around
20,000 each and the battle ends before the second round begins. Otherwise,
the boss runs and you'll lose the rare item. The battle is only as challenging
as the time limit allows.
The Sparkling Deck you receive from this boss is absolutely the best piece
or armor for the Delphinus, with a huge defense rating of 500! Combine this
with the Spherical Figure, which increases magical defense, for the best
stats in the game.
------------------------------------------------------
Location: Soltis
Boss 44: [Final Boss 1]
Recommended HP: 4,000
HP: 22,000
Special Attacks: Silver Eclipse, Destruction, Silver and Yellow Spells
Color: Silver
EXP: 7,835
MagicEXP: 10
Items: None
How hard the final boss series is depends on how many optional quests you've
done, your level, and your weapons and armor. Most of the optional bosses
in the game are harder than the final boss and require the same strategies.
If you're low levelled and haven't done any optional bosses, the final boss
will be quite a bit harder. First, I'd like to state that because this is
th "first form" of the final boss (so to speak), you'll want to try
to kill this without using all of your items and MP.
This boss likes to use the nasty Silver Eclipse over and over. This
attack hits everyone in your party for 2,009damage. He also uses Silver
magic, such as Eternum, Eternes, the instant death spells. If you don't
have Gilder in your party for Aura of Denial (which will nullify the
instant death attacks) then have Aika use Delta Shield and focus on curing
with Fina and Sacrum and Sacrulen crystals. You'll likely need Lunar Light,
too. If you have a free space in your accessories, the Valuan Medallion can
render a character impervious to the death effects of Etern- spells. You'll
want to equip that on Fina for Lunar Light, most likely. The final boss
also uses Drilnos, which can end up hurting you just as badly as the silver
death spells if you keep it on. Have Delta Shield or use Lunar
Cleansing to get rid of the effect. Again, Aura of Denial can stop the
negative status effects if you're using Gilder.
If you have Enrique, have him use Justice Shield to halve the damage from
Silver Eclipse. It will go down to around 800, which is far more survivable
than the 2,000 it normally does.
The last ability this boss has is called "Destruction." it acts like
Fina's Lunar Winds and dispels your positive statuses. This boss
acts a lot like the one at the end of the Hydra, doesn't he?
Buff Vyse up with Increm or a Glyph of Might, depending on if Aika is using
Delta Shield or not. Change his weapon to yellow and have he and Fina (when
she's not curing everyone with Sacrum and Lunar Light) Focus to get